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,,,,,,<img src="http://resources.technomancer.info/Images/Opening/aa0726bd2bab756aca128ca67c6ec5b0.jpg" width="250" height="250" align="right">
You stand at a crossroads at the foot of some hills. You feel as though you have been walking on a long journey. The ground you stand on is a cobbled road, deliberately paved and well traveled.
Near you a [[child|child crossroad]] plays by the side of the road.
<a href="javascript:void(0)" data-passage="foot path"><img src="http://resources.technomancer.info/Images/Opening/crossroad sign.png" width="91" height="131" align="left" title="Is there something over here?"></a>\
A few steps off the crossroads to the southeast is a large [[building|Guildhall door]].
To the north a road rises up a hill towards where you can see a [[tower|tower door]] at the summit.
Turning away from the tower a brick road leads off to the [[south|Localhost fork]] and the foot of another hill. At the top you can see a small, simple house.
A last road heads off between the hills to the [[east|CIA Triad]]. It is paved with stones of three different hues, patterned to look like a braid.
<<display 'Technomancer poem'>>\
<<if $beginning>>\
[[foot path]]
<<endif>>\
<<unset $labyrinthpath>><img src="http://resources.technomancer.info/Images/Opening/guildhouse/george-johnstone-oldeinn.jpg" width="400" align="right">
You stand before a large building. A [[sign|guildhall sign]] hangs over an [[open door|Guildhall Nave]].
[[Step away.|start crossroad]]<<set _sigil to "osi">>\
<img src="http://resources.technomancer.info/Images/Tower/tower door/tower door.png" width="500" align="right">
<<if hasVisited('tower mnemonic') and hasVisited('guildhall permission') and hasVisited('aether') and ($kid) and hasVisited('mech OSI')>>\
You stand before great double [[doors|red]] that grant access to the tower.
Nearby a [[woman|Tower doorkeeper]] watches in bemusement as a small [[child|child tower]] runs about.
[[Leave.|start crossroad]]
<<else>>\
You stand a short distance from the great double doors that grant access to the tower. A [[woman|Tower doorkeeper]] stands between you and the edifice, watching you and a playing [[child|child tower]] with equal bemusement.
You can [[leave|start crossroad]] or approach and open the [[doors|tower hesitation]].
<<endif>>\
You stand in an entryway.
A [[cloaked and hooded figure|Guildhall Greeter]] stands watching the [[child|child guildhall nave]] play, but neither blocks your path. Off to one side is a small [[donation box|donation box]].
There is a [[door|guildhall main hall]] that leads further in.
The [[outer door|Guildhall door]] hangs open.The hooded figure looks to you as you step towards them, then speaks.
<<if visited("Guildhall Nave") < 2>> "Greetings, traveler."<<else>>"Welcome back, traveler." <<endif>>
You respond:
<<if $guildhall_what>>\
Say "[[What is a guildhall?|guildhall info]]"
Say "[[What is a technomancer?|technomancer info]]"
Say "[[What do you do here?|hall greeter info]]"
<<endif>>\
<<if $technomancer_what>>\
Say "[[How does one become a technomancer?|Technomancer Initiation]]"
<<endif>>\
<<if $kid>>\
Say "[[What's up with the kid?|Dreams]]"
<<endif>>\
[[What is this place?|guildhall intro]]
[[Nod and step away.|Guildhall Nave]]
<<if previous() is "Guildhall Nave">>\
As you enter the main hall of the guild house you find five individuals.
Playing between and among the tables and benches you see a [[child|child main hall]].
Closest to you is a [[mentalist]].
To the right side of the room you see a [[mechanist]].
On the left side of the room you see a [[meditant]].
At the far end of the room is the [[master]] of the house.
The [[entry|Guildhall Nave]] remains open. In the back, opposite the entryway, is a set of stairs up to a [[balcony level|guildhall upstairs]].
<<elseif previous() is "">>\
[[entry|Guildhall Nave]]
<<else>>\
You stand in the main hall of the house. Five individuals are scattered about.
Playing between and among the tables and benches you see a [[child|child main hall]].
To the north, is a [[mentalist]] near the [[main entry|Guildhall Nave]].
On the east side of the room you see a [[mechanist]].
On the west side of the room you see a [[meditant]].
At the south end of the room is the [[master]] of the house with a set of stairs up to a [[balcony level|guildhall upstairs]] behind him.
<<endif>>\<a href="mailto:Technomancer.contact@gmail.com">Drop a note into the box.</a>
<form action="https://www.paypal.com/cgi-bin/webscr" method="post" target="_top">\
<input type="hidden" name="cmd" value="_donations" />\
<input type="hidden" name="business" value="technomancer.contact@gmail.com" />\
<input type="hidden" name="item_name" value="website support" />\
<input type="hidden" name="currency_code" value="USD" />\
<input type="image" src="https://www.paypalobjects.com/en_US/i/btn/btn_donate_SM.gif" border="0" name="submit" title="PayPal - The safer, easier way to pay online!" alt="Donate with PayPal button" />\
<img alt="" border="0" src="https://www.paypal.com/en_US/i/scr/pixel.gif" width="1" height="1" />\
</form>\
[[Step away.|Guildhall Nave]]<<if $childloc>>\
<<display 'Child end'>>\
[[Step away.|Guildhall Nave]]
<<else>>\
<<display 'Child start'>>\
<<set $childloc to "guildhall nave">>\
<<endif>>\You ask, "what is this place?"
The figure's hood rises slightly, somewhere in its shadows you see a glint of light striking glass or metal.
After the briefest pause the figure replies, "You have reached the crumbling edge where the worlds of dream and imagination crash against the waves of the astral and ethereal planes. This is the Technomancer's Guildhall."
You:
Say "[[Why are you talking like that?|Dreams]]"
Say "[[What is a guildhall?|guildhall info]]"
Say "[[What is a technomancer|technomancer info]]"
Say "[[What do you do here?|hall greeter info]]"
Say "[[Thank you|hall greeter greeting]]"
[[Nod and step away.|Guildhall Nave]]
<<set $guildhall_what to 1>>
<<set $guildhall to 1>>
<<set $technomancer_what to 1>>The figure's hood turns slightly away from you, as if they are looking at you sideways, then they answer:
"Have you ever had a dream that seemed so real when you woke up you didn't know what to believe? What would you do if, when you woke up, what you thought was true wasn't? However surreal and and unreal these fantasies might be, life is sometimes stranger.
"Dreams feel real while we're in them. It's only when we wake up that we realize something was actually <i>off</i>.
"But, what if you foud yourself in a dream from which you were unable to wake? How would you know the difference between the dream world and the real world? Would you retreat into your dreams with the hope of finding a more perfect reality? Would the dream become your reality?"
You:
Say "[[I don't understand.|Dreams_con't]]"
Say "[[I see.|hall greeter greeting]]"
Say "[[Thank you.|hall greeter greeting]]"
[[Nod and step away.|Guildhall Nave]]You ask, "What is a guildhall?"
The cloaked doorkeeper replies:
"A guildhall or guild house is a building used by guilds for meetings and other purposes, though in some places it may also be a town hall.
"In some places there are guildhalls for each trade, often elaborate, ornate buildings demonstrating the guild's status, wealth, and often professional skill.
"A guildhall is used as the offices for guild officers and for meetings of the guild members regarding important matters. Often guildhalls would also serve as community markets for the members of the guild, and sometimes as a gathering place akin to a bar or tavern but serving only members in good standing."
You:
Say "[[Am I allowed inside?|guildhall permission]]"
Say "[[Thank you.|hall greeter greeting]]"
[[Nod and step away.|Guildhall Nave]] You ask, "What is a technomancer?"
The hooded figure hunches for a moment, considering, then straightens and replies:
"Technomancy, magitech, and the like are not new concepts. They have existed in science fiction and fantasy for years. Babylon 5 had their techno-mages, Shadowrun its deckers, riggers, and street samurai, Warhammer 40k has Tech Priests, and the list goes on with even older representations. Generally, the approach to technomancy in such works is one of pure fiction and its framework is whatever the plot of the story needs it to be.
"However, among scientists and technicians, references to 'arcane' and 'occult' concepts have pervaded practices. If one knows where to look and listen. John Maynard Keynes is quoted to have said:
<i>"Newton was not the first of the age of reason. He was the last of the magicians, the last of the Babylonians and Sumerians, the last great mind that looked out on the visible and intellectual world with the same eyes as those who began to build our intellectual inheritance rather less than 10,000 years ago."</i>
"In short, Technomancy is a method for translating between the Mythic and the Arcane. To articulate a unified vision and provide a bridge for a diverse collection of syncretic and eclectic practices that bridge the technical and mystic."
You:
Say "[[How does one become a Technomancer?|Technomancer Initiation]]"
Say "[[Thank you.|hall greeter greeting]]"
[[Nod and step away.|Guildhall Nave]]
<<set $technomancer_what to 1>>You ask "What do you do here?"
The figure moves and you think you can almost catch a glimpse inside the hood as something glitters in the light.
"I do what is needful and what is necessarry. I am this house's gildeknecht, guild servant, and gildehond, the guild dog. I am what I am. A simple ediolon, a representation, a figure, a dream. I intone my lines, dance my moment, then am no more."
You:
Say "[[Why do you talk like that?|Dreams]]"
Say "[[Thank you.|hall greeter greeting]]"
[[Nod and step away.|Guildhall Nave]] The hooded figure says, "Be welcome. What can I do for you?"
You respond:
<<if $guildhall_what>>\
Say "[[What is a guildhall?|guildhall info]]"
Say "[[What is a technomancer?|technomancer info]]"
Say "[[What do you do here?|hall greeter info]]"
<<endif>>\
<<if $technomancer_what>>\
Say "[[How does one become a technomancer?|Technomancer Initiation]]"
<<endif>>\
<<if $kid > 6>>\
Say "[[What's up with the kid?|Dreams]]"
<<endif>>\
Say "[[What is this place?|guildhall intro]]"
Say "[[That is all I need.|Guildhall Nave]]"ὥστ᾽ ἔγωγε, καθάπερ οἱ ποιηταί, δέομαι ἀρχόμενος τῆς διηγήσεως Μούσας τε καὶ Μνημοσύνην ἐπικαλεῖσθαι.
Consequently, like the poets, I must begin my narrative with an invocation of the Muses and Mnemosyne.
[[ |start crossroad]]
<<display 'beginning invocations'>>
v0.1.22 | 2022/02/01You ask, "How does one become a technomancer?"
The cloaked figure turns towards you, and you see something glint within the shadows of the hood.
"Enter, and seek knowledge from those within."
You:
Say "[[Thank you.|hall greeter greeting]]"
[[Nod and step away.|Guildhall Nave]]
<<set $initiation_what to 1>>
<<set $guildhall_permission to 1>>Entry to the Technomancers’ guild is open to any who might arrive at the doors of the Tower. The journey itself is the rite of initiation: the discovery and learning necessary to find this place the trials.
You:
Say "[[Thank you.|hall greeter greeting]]"
[[Nod and step away.|Guildhall Nave]] You walk up to the mechanist. They sit on a bench along one side of a long table, clearly meant to seat ten or more for a feast. The technician has covered it in scattered tools and parts. The majority seem to be various types of data disks. In one corner you see a stack of mini-disks, in another spindles of CDs and DVDs mix. Elsewhere you see platters taken from a hard drive. Among the bits you even spot an old reel to reel tape and what you suspect is a vinal record.
The mechanist is solidly built. Bulky, but not fat, with both hands deep inside the casing of an over-large desktop computer. They don't even glance up at your approach. All you get is a noise, somewhere betwen grunt and greeting, in acknowledgement of your existance.
You:
<<if ($technomancer_what) and (`visited("mech mancer") < 1`)>>\
Say "[[Are you a technomancer?|mech mancer]]"
<<endif>>\
<<if visited("mech mancer")>>\
Say "[[What is technomancy?|mech mancy]]"
<<endif>>\
<<if $initiation_what>>\
Say "[[How does someone become a technomancer?|mechanist initiation]]"
<<endif>>\
<<if $shadow_world>>
Say "[[What are shadow worlds?|mech shadow worlds]]."
<<endif>>\
<<if $hack_reality>>\
Say "[[What can you tell me about hacking reality?|mech reality hack]]"
<<endif>>\
Say "[[What is all this?|mechanist stuff]]"
[[Step away.|guildhall main hall]]You walk up to the meditant. They sit at a small, round table with enough space to seat only a few people. In the middle of the table a crystal bowl full of water sits atop a mirror. To one side is a small chalice, sitting unattended.
The meditant is dressed in flowing clothes of satin or silk. Their eyes are unfocused, gazing somewhere within the water of the bowl before them. As you approach, they blink a few times, then reach to pick up the chalice and take a drink before leaning back in their chair to look at you.
You:
Say "[[Are you going to tell my future now?|meditant future]]"
<<if ($technomancer_what) and (`visited("med mancer") > 0`)>>\
Say "[[Are you a technomancer?|med mancer]]"
<<endif>>\
<<if ($technomancer_what) and (`visited("med mancer") < 1`)>>\
Say "[[Are you a technomancer?|med mancer]]"
<<endif>>\
<<if visited("med mancer")>>\
Say "[[What is technomancy?|mech mancy]]"
<<endif>>\
<<if $initiation_what>>\
Say "[[What can you tell me about becoming a technomancer?|med initiation]]"
<<endif>>\
<<if $shadow_world>>
Say "[[What are shadow worlds?|mech shadow worlds]]."
<<endif>>\
<<if $hack_reality>>\
Say "[[What can you tell me about hacking reality?|med effects]]"
<<endif>>\
[[Step away.|guildhall main hall]]
You approach the Mentalist, who sits at a small, covered table. Before them are a knife and a censor in which some mild incense burns, giving a hint of fragrence to the air.
They wear light, flowing clothes with edges that flutter with the slightest breeze, and they shuffle a deck of cards, watching you draw near. When you arrive at their table they fan the deck facedown and look up at you.
You:
<<if visited("Mnemonic")>>\
Say "[[What about a memory palace?|memory palace]]"
Say "[[What about Mnemonics?|Mnemonic]]"
<<endif>>\
<<if $technomancer_what>>\
Say "[[Are you a technomancer?|mentalist technomancer]]"
<<endif>>\
<<if $initiation_what>>\
Say "[[What can you tell me about becoming a technomancer?|mentalist inception]]"
<<endif>>\
<<if $dreamtalk>>\
Say "[[What about dreams?|mentalist dreams]]"
<<endif>>\
<<if visited("memory") > 0>>\
Say "[[What are the limitations of memory?|miller's law]]"
Say "[[What is implicit memory?|implicit memory]]"
Say "[[The mind works through context?|context memory]]"
Say "[[Memory works through repetition?|repetition]]"
<<endif>>\
<<if visited("use implicit memory")>>\
Say "[[What about sense memory?|sense memory]]"
<<endif>>\
<<if $player_card16>>\
<<else>>\
[[Take a card|card trick]]
<<endif>>\
<<if $player_card>>\
Say "[[Are you going to guess my card?|finish card trick]]"
<<endif>>\
[[Step away.|guildhall main hall]]
The master of the guild sits at a small desk. It seems oddly out of place in a room filled with various types tables for groups to gather and eat. On the table is a candle and several piles of paper.
They're small, wiry and full of a high-strung energy. They hold a wand like a quill or stylus, writing on one of the sheets, as you draw close they hold up a hand towards you and shake their head in negation.
[[Step away.|guildhall main hall]]You say, "I don't understand?."
The cloaked figure looks at you directly, and you catch a strange shimmer from the depths of their hood, "One of Leonardo da Vinci's Notebooks asks, 'Why does the eye see a thing more clearly in dreams than with the imagination being awake?'"
You:
Say "[[But what do you mean?|Dreams_con't_2]]"
Say "[[I see.|hall greeter greeting]]"
Say "[[Thank you.|hall greeter greeting]]"
[[Nod and step away.|Guildhall Nave]]You ask, "But what do you mean?"
The figure slouches slightly, then straightens "Ask the warden of winds or the the student of seas."
You:
Say "[[Thank you.|hall greeter greeting]]"
[[Nod and step away.|Guildhall Nave]]
<<set $dreamtalk to 1>><<if $player_card7>><<set $player_card8 to $player_card7>><<set $player_card_orient8 to $player_card_orient7>><<endif>>\
<<if $player_card6>><<set $player_card7 to $player_card6>><<set $player_card_orient7 to $player_card_orient6>><<endif>>\
<<if $player_card5>><<set $player_card6 to $player_card5>><<set $player_card_orient6 to $player_card_orient5>><<endif>>\
<<if $player_card4>><<set $player_card5 to $player_card4>><<set $player_card_orient5 to $player_card_orient4>><<endif>>\
<<if $player_card3>><<set $player_card4 to $player_card3>><<set $player_card_orient4 to $player_card_orient3>><<endif>>\
<<if $player_card2>><<set $player_card3 to $player_card2>><<set $player_card_orient3 to $player_card_orient2>><<endif>>\
<<if $player_card1>><<set $player_card2 to $player_card1>><<set $player_card_orient2 to $player_card_orient1>><<endif>>\
<<if $player_card>><<set $player_card1 to $player_card>><<set $player_card_orient1 to $player_card_orient>><<endif>>\
<<set $player_card to either("0 - The Fool", "1 - The Magician", "2 - The High Priestess", "3 - The Empress", "4 - The Emperor", "5 - The Hierophant", "6 - The Lovers", "7 - The Chariot", "8 - Justice or Strength", "9 - The Hermit", "10 - Wheel of Fortune", "11 - Justice or Strength", "12 - The Hanged Man", "13 - Death", "14 - Temperance", "15 - The Devil", "16 - The Tower", "17 - The Star", "18 - The Moon", "19 - The Sun", "20 - Judgement", "21 - The World", "Ace of Swords", "Two of Swords", "Three of Swords", "Four of Swords", "Five of Swords", "Six of Swords", "Seven of Swords", "Eight of Swords", "Nine of Swords", "Ten of Swords", "Page of Swords", "Knight of Swords", "King of Swords", "Queen of Swords", "King of Swords", "Ace of Cups", "Two of Cups", "Three of Cups", "Four of Cups", "Five of Cups", "Six of Cups", "Seven of Cups", "Eight of Cups", "Nine of Cups", "Ten of Cups", "Page of Cups", "Knight of Cups", "Queen of Cups", "King of Cups", "Ace of Wands", "Two of Wands", "Three of Wands", "Four of Wands", "Five of Wands", "Six of Wands", "Seven of Wands", "Eight of Wands", "Nine of Wands", "Ten of Wands", "Page of Wands", "Knight of Wands", "Queen of Wands", "King of Wands", "Ace of Coins", "Two of Coins", "Three of Coins", "Four of Coins", "Five of Coins", "Six of Coins", "Seven of Coins", "Eight of Coins", "Nine of Coins", "Ten of Coins", "Page of Coins", "Knight of Coins", "Queen of Coins", "King of Coins")>>\
<<set $player_card_orient to either ("upright", "inverted")>>\
<<if $player_card_orient == "inverted">>Your card is upside down, so you turn it over. <<endif>>You drew the <<print $player_card>>.
[[Put the card back.|mentalist continue]]The mentalist settles back.
"Unless a practice is solitary it must be built on a view of reality shared by its practitioners.
"One of the core features of a tradition is to provide memory aids, shaping the perception of new students as they are applied. Technomancy is no different in this respect. Where this method differs from the custom is that it expects participants to understand the systems being effected.
"If the goal of technomancy is to [[hack reality|mentalist reality hack]]. The first step must be to hack one's own [[mind|mind]]."
You:
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask the mentalist if they are a technomancer.
They lean back and examine you for a moment before replying.
"I walk no path of technomancy, neither arcanist nor artisan.
"I live among the technomancers, however, as student and tutor in [[the arts of the mind|mentalist inception]] their practice finds useful."
You:
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]] You ask the mentalist what they can tell you about dreams.
Their eyes glitter for a moment, and the corners of their mouth rise a fraction.
"[[Dreams|dream mechanism]] are how the mind processes data and experience, turning them into knowledge and, we hope, wisdom. They provide an example of how more fundimental mechanisms of the mind work, and an example for even the most banal to follow into realms of [[imagination|mentalist visualization]]. It is hard to be staid and serious when forced to remember that, every night, we hallucinate violently."
You:
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]] You stand before the Mentalist, who sits at a small, covered table. Before them are a knife, a fanned deck of cards, and a censor in which some mild incense burns, giving a hint of fragrence to the air.
They wear light, flowing clothes that move with the slightest breeze, and they sit with their hands folded watching you.
You:
<<if visited("Mnemonic") > 0>>\
Say "[[What about a memory palace?|memory palace]]"
Say "[[What about Mnemonics?|Mnemonic]]"
<<endif>>\
[[Take a card|card trick]]
<<if $player_card isnot "null">>\
Say "[[Are you going to guess my card?|finish card trick]]"
<<endif>>\
<<if $technomancer_what>>\
Say "[[Are you a technomancer?|mentalist technomancer]]"
<<endif>>\
<<if $initiation_what>>\
Say "[[What can you tell me about becoming a technomancer?|mentalist inception]]"
<<endif>>\
<<if $dreamtalk>>\
Say "[[What about dreams?|mentalist dreams]]"
<<endif>>\
<<if visited("memory") > 0>>
Say "[[What are the limitations of memory?|miller's law]]"
Say "[[What is implicit memory?|implicit memory]]"
Say "[[The mind works through context?|context memory]]"
Say "[[Memory works through repetition?|repetition]]"
<<endif>>\
<<if visited("use implicit memory") > 0>>\
Say "[[What about sense memory?|sense memory]]"
<<endif>>\
[[Step away.|guildhall main hall]]<<if $player_card16>>\
The mentalist looks at you with a glitter in their eye, "They're <<print $player_card16>>,<<print $player_card15>>, <<print $player_card14>>, <<print $player_card13>>, <<print $player_card12>>, <<print $player_card11>>, <<print $player_card10>>, <<print $player_card9>>, <<print $player_card8>>, <<print $player_card7>>, <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Of course, we should be well past the [[limits|miller's law]] of [[memory|memory]].
"Just remember, in the words of Raymond Joseph Teller, <i>'Sometimes magic is just someone spending more time on something than anyone else might reasonably expect.'</i>"
<<elseif $player_card15>>\
The mentalist looks at you with a glitter in their eye, "They're <<print $player_card15>>, <<print $player_card14>>, <<print $player_card13>>, <<print $player_card12>>, <<print $player_card11>>, <<print $player_card10>>, <<print $player_card9>>, <<print $player_card8>>, <<print $player_card7>>, <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Of course, we should be well past the [[limits|miller's law]] of [[memory|memory]]."
<<elseif $player_card14>>\
The mentalist looks at you wryly, "They're <<print $player_card14>>, <<print $player_card13>>, <<print $player_card12>>, <<print $player_card11>>, <<print $player_card10>>, <<print $player_card9>>, <<print $player_card8>>, <<print $player_card7>>, <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Of course, we should be well past the [[limits|miller's law]] of [[memory|memory]]."
<<elseif $player_card13>>\
The mentalist looks at you wryly, "They're <<print $player_card13>>, <<print $player_card12>>, <<print $player_card11>>, <<print $player_card10>>, <<print $player_card9>>, <<print $player_card8>>, <<print $player_card7>>, <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Of course, we should be well past the [[limits|miller's law]] of [[memory|memory]]."
<<elseif $player_card12>>\
The mentalist looks at you wryly, "They're <<print $player_card12>>, <<print $player_card11>>, <<print $player_card10>>, <<print $player_card9>>, <<print $player_card8>>, <<print $player_card7>>, <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Of course, we should be past the [[limits|miller's law]] of [[memory|memory]]."
<<elseif $player_card11>>\
The mentalist looks at you wryly, "They're <<print $player_card11>>, <<print $player_card10>>, <<print $player_card9>>, <<print $player_card8>>, <<print $player_card7>>, <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Of course, we should be edging past the [[limits|miller's law]] of [[memory|memory]]."
<<elseif $player_card10>>\
The mentalist looks at you bemusedly, "They're <<print $player_card10>>, <<print $player_card9>>, <<print $player_card8>>, <<print $player_card7>>, <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Roughly here we should be at the [[limits|miller's law]] of [[memory|memory]]."
<<elseif $player_card9>>\
The mentalist looks at you flatly, "They're <<print $player_card9>>, <<print $player_card8>>, <<print $player_card7>>, <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Roughly here we should be at the [[limits|miller's law]] of [[memory|memory]]."
<<elseif $player_card8>>\
The mentalist looks at you bemusedly, "They're <<print $player_card8>>, <<print $player_card7>>, <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Roughly here we should be at the [[limits|miller's law]] of [[memory|memory]]."
<<elseif $player_card7>>\
The mentalist looks at you bemusedly, "They're <<print $player_card7>>, <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Roughly here we should arrive at the [[limits|miller's law]] of [[memory|memory]].
<<elseif $player_card6>>\
The mentalist looks at you bemusedly, "They're <<print $player_card6>>, <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. Roughly here we should arrive at the [[limits|miller's law]] of [[memory|memory]]."
<<elseif $player_card5>>\
The mentalist looks at you bemusedly, "They're <<print $player_card5>>, <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. But that's not what you're here to know."
<<elseif $player_card4>>\
The mentalist looks at you bemusedly, "They were <<print $player_card4>>, <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. But that's not what you're here to know."
<<elseif $player_card3>>\
The mentalist looks at you flatly, "They were <<print $player_card3>>, <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. But that's not what you're here to know."
<<elseif $player_card2>>\
The mentalist looks at you flatly, "Your cards were <<print $player_card2>>, <<print $player_card1>>, then <<print $player_card>>. But that's not what you're here to know."
<<elseif $player_card1>>\
The mentalist looks at you flatly, "Your cards were <<print $player_card1>>, then <<print $player_card>>. But that's not what you're here to know."
<<else>>\
The mentalist looks at you flatly, "It's <<print $player_card>>. But that's not what you're here to know."
<<endif>>\
You:
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]] You say "What do you mean, hack your own mind?"
The mentalist leans forward, the fabric of their clothes fluttering with the motion.
"The mind is a machine. A complex one, but still a machine. When mankind harnessed fire we had already spent thousands of years learning to work it. We have applied the sciences to that machinery with every bit as much vigor as we have the study of the stars, and understand it only a fraction as well.
"But that fraction is sometimes enough. If you can [[change the routines that machine works on|mind hack]] you can achieve remarkable feats, including [[altering behavior|learned behavior]] and [[improving memory|memory]]."
You:
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask "What do you mean, hack reality?"
The mentalist looks at you warily.
"The author William Gibson said 'The future is already here — it's just not very evenly distributed.' The paths of technomancy seek, among other things, to gain a larger portion of that distribution for the user. But that's not my area of expertise."
You:
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]
<<set $hack_reality to 1>>\The mentalist leans in and gestures at you.
"Memory is your ability to store and retrieve information. You have short-term, or working, memory and long-term memory.
"Short term memory is like RAM in a computer. It is the information you are paying attention to and have access to at this moment. This conversation is currently held in your short term memory.
"Long-term memory is like a hard drive. It's where we store information we are not actively engaged with. When you move on to another task, our conversation will become part of your long term memory.
"You typically think of what is called declarative, or explicit, memory. That's because these are the things you consciously think about and recall. But, you also have [[implicit memory|implicit memory]], things that you learn and remember without paying attention.
"In my work, I often run up against the [[limitations of memory|miller's law]], so it becomes important to pay attention to how much the mind works through these systems, along with [[context|context memory]] and [[repetition|repetition]]."
You:
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]
You ask, "What do you mean, change behavior?"
The mentalist frowns slightly.
"The tricks of Pavlov can be used on onself. Autohypnosis or autosuggestion can shift the course within ones own mind. Yoga nidri, or yogic sleep, achieves a state called samadhi. This a meditative absorption or trance where the mind becomes still, totally aware of the present moment and singular thought."
"But such things are not for novices. Novices have too much to learn about the outer world to delve so deep into the inner one."
<<set $mentalist_mind_learned_behavior to 1>>\
You:
Say "[[What do technomancers need to learn?|mentalist technomancer basics]]"
Say "[[How do you help learn these things?|memory]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask "What do technomancers need to learn?"
The mentalist smirks, a twinkle in their eye hinting at mirth.
"Many things, ultimately. Vast swaths of ritual and science. But, first, the way to learn all these things. Tricks of memory."
You:
Say "[[How do I learn these things?|memory]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask, "The mind works through context?"
The mentalist gestures from one side of the table to the other, their sleeve fluttering.
"The human mind is, at its core, a connection making machine. Any two items that are somehow related, have a context, remain related.
"When you think about explicit memory, the things you pay attention to or try to remember, you can divide those into semantic and episodic memory.
"Semantic memory is general knowledge. Facts, factoids, and trivia that you learn in passing. But they are still intertwined in our experience and dependent on culture.
"Episodic memory is similarly entertwined with the information around it. Such information can be described along space or time, linking it to neighboring locations or times.
"The result of this is that you can improve recall of specific episodes or information when the context present at learning and remembering are the same. This includes similarities in environment or mental, physical, or emotional state."
You:
<<if visited("Mnemonic") > 0>>\
Say "[[What about a memory palace?|memory palace]]"
Say "[[What about Mnemonics?|Mnemonic]]"
<<endif>>\
<<if $technomancer_what>>\
Say "[[Are you a technomancer?|mentalist technomancer]]"
<<endif>>\
<<if $initiation_what>>\
Say "[[What can you tell me about becoming a technomancer?|mentalist inception]]"
<<endif>>\
<<if $dreamtalk>>\
Say "[[What about dreams?|mentalist dreams]]"
<<endif>>\
<<if visited("memory") > 0>>
Say "[[What are the limitations of memory?|miller's law]]"
Say "[[What is implicit memory?|implicit memory]]"
Say "[[Memory works through repetition?|repetition]]"
<<endif>>\
<<if visited("use implicit memory") > 0>>\
Say "[[What about sense memory?|sense memory]]"
<<endif>>\
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You say "Sensory memory?"
The mentalist nods.
"Because the mind largely works through context, we often think of things and remember them through associations. The basic input of the human mind is the various senses of the body. Thus, those senses get associated with memories, and can be used to access them, just like a mnemonic.
"The types of sense memory are Iconic, Echoic, Haptic, and Olfactory memory. Gustatory memory exists, but is little studied."
You:
Say "[[What is Iconic memory?|Iconic memory]]"
Say "[[What is Echoic memory?|Echoic memory]]"
Say "[[What is Haptic memory?|Haptic memory]]"
Say "[[What is Olfactory memory?|Olfactory memory]]"
Say "[[Wait, mnemonic?|Mnemonic]]"
Say "[[Wait, context?|context memory]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]
<<set $what_mnemonic to 1>>The mentalist smirks.
"The limitations of [[human memory|memory]] are so very great, but also less than people believe.
"One of the most highly cited papers in psychology is <i>The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information</i>. Which sounds like an absolute page turner, let me tell you.
"It is often interpreted to argue that the number of objects an average human can hold in working memory is 7, give or take about 2. But, what does this mean in practice?
"It means the more things you have to remember the less likely you are to remember any one. And once you hit seven items to actively remember, you'll almost certainly start losing bits.
And this is why we have [[mnemonics|Mnemonic]]."
You:
<<if visited("Mnemonic") > 0>>\
Say "[[What about a memory palace?|memory palace]]"
<<endif>>\
<<if $technomancer_what>>\
Say "[[Are you a technomancer?|mentalist technomancer]]"
<<endif>>\
<<if $initiation_what>>\
Say "[[What can you tell me about becoming a technomancer?|mentalist inception]]"
<<endif>>\
<<if $dreamtalk>>\
Say "[[What about dreams?|mentalist dreams]]"
<<endif>>\
<<if visited("memory") > 0>>
Say "[[What is implicit memory?|implicit memory]]"
Say "[[The mind works through context?|context memory]]"
Say "[[Memory works through repetition?|repetition]]"
<<endif>>\
<<if visited("use implicit memory") > 0>>\
Say "[[What about sense memory?|sense memory]]"
<<endif>>\
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask about a memory palace.
"Formally called the method of loci, loci being Latin for "places." It is also known as the memory journey or mind palace technique.
"This is a method of memory enhancement which uses visualizations to tap into spatial memory to quickly and efficiently store and recall information. Use of this practice has little to do with brain structure or intelligence, and simply tapping into the way the brain naturally works.
"The items to be remembered in this mnemonic system are mentally associated with specific physical locations. The method relies on memorized spatial relationships to establish, order, and recollect content.
"Some specific variations are the "Journey Method," used for storing lists of related items, and the "Roman Room" technique, which is most effective for storing unrelated information.
You:
Ask "[[What does this have to do with technomancers?|tower mnemonic]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask about Iconic memory and the mentalist leans in, looking you deeply in the eye as they reply.
"Sense memory for the visual sense... sight. The mental representation of the visual stimuli are referred to as icons, or 'fleeting images.' This is composed of at least two distinctive components, visible persistance and informational persistance.
The mentalist pulls a red rose from somewhere and sets it on the table.
"Visible persistance is the sense that an image remains after it is moved or removed. This phenomenon is used in making movies or some sleight of hand. If you ever show a dog a ball, then mime throwing the ball without releasing it this may be part of the reason the dog goes running to catch it. Extended and exercised, this is also associated with the capacity for <i>visualization</i>, the ability to construct an image of something previously seen in your imagination."
They gesture across the table and the rose vanishes.
"Informational persistance is the visible, but non-visual, components of an image. This includes its abstract characteristics, as well as its spatial location. When I remove the object, informational persistance is what allows you to remember its <i>redness</i> and <i>flowerness</i>, and lets you point to its place.
"If you extend this concept you can start to build symbology. Such as associating a round object, such as a ball, with the number zero."
You:
Say "[[What is Echoic memory?|Echoic memory]]"
Say "[[What is Haptic memory?|Haptic memory]]"
Say "[[What is Olfactory memory?|Olfactory memory]]"
Say "[[Wait, mnemonic?|Mnemonic]]"
Say "[[Wait, context?|context memory]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask about Echoic memory and the mentalist turns slightly, looking away from you as they reply.
"Sense memory for the auditory sense... for hearing.
"Echoic memory has key roles in as change detection and language acquisition.
"Change detection is the ability to detect an unusual, and possibly dangerous, change in the environment without our directed attention. Fear is a sound. Where they eyes identify, the ears only suspect.
"It is possible to use echoic memory as a trigger for memories in several ways. by setting up a unique or unusual sound at the beginning of your studies, perhaps repeating periodically. Sometimes playing a specific song, or small set of songs, can serve this purpose. Setting information to music, even a simple jingle, will engage this sense in addition to being a mnemonic device of its own.
You:
Say "[[What is Iconic memory?|Iconic memory]]"
Say "[[What is Haptic memory?|Haptic memory]]"
Say "[[What is Olfactory memory?|Olfactory memory]]"
Say "[[Mnemonic?|Mnemonic]]"
Say "[[Context?|context memory]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask, "What is Haptic memory?"
The mentalist bounces a finger on their temple.
"Sense memory for the tactile sense, touch. Haptics involve at least the cutaneous, skin, and the kinesthetic, joint angle and the relative location of body.
"We can think of this as association with the receptors all over the body detect sensations such as pressure, itching, and pain and the sense of motion.
"Like other types of sensory input, associating either of these inputs with learning new material can provide an additional context path. 'Placing' a piece of data by touching a specific point on your body when you say it, or performing a specific motion to 'shift' it can serve as a mnemonic device when you do that same touch or motion later."
You:
Say "[[What is Iconic memory?|Iconic memory]]"
Say "[[What is Echoic memory?|Echoic memory]]"
Say "[[What is Olfactory memory?|Olfactory memory]]"
Say "[[Wait, mnemonic?|Mnemonic]]"
Say "[[Wait, context?|context memory]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask, "What is Olfactory memory."
The mentalist wafts some incense towards themselves.
"Memory related to odors.
"Smell is one of the strongest forms of memory, persisting for long periods and having a high resistance to interference.
"Studying with citrus or other smells is an old trick build a mental context for information."
You:
Say "[[What is Iconic memory?|Iconic memory]]"
Say "[[What is Echoic memory?|Echoic memory]]"
Say "[[What is Haptic memory?|Haptic memory]]"
Say "[[Wait, mnemonic?|Mnemonic]]"
Say "[[Wait, context?|context memory]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask "What is implicit memory?"
The mentalist takes a deep breath, inhaling the incense.
"Implicit memories are things you learn without realizing. They are typically perceptual, procedural, or the result of priming.
"Perceptual memory is tied to our senses. The basic input of the human mind is the body, by way of sensory organs. Because the mind largely works through context there are often associations based on senses that we don't even realize. Your mother's perfume, the color of the walls of a childhood room.
"Procedural memory, by contrast, is one of the ways we build skills. The slow and gradual learning of processes that become perfected over more repetitions than we can conciously remember and without concious attention to the learning.
"[[Priming|use implicit memory]] is a process where a subject has specific responses provoked without being aware of it."
You ask, "Memory works through repetition?"
The mentalist gestures from one side of the table to the other, their sleeve fluttering.
"A new mind is like new-fallen snow, or the sand of a beach just after the tide rolled out. Blank, but sensitive to every impression."
The mentalist gestures from one side of the table to the other, their sleeve fluttering.
"Each time the same point is touched, the impression becomes slightly deeper, slightly clearer. Each time the same path is taken, the rout is slightly clearer on the next journey."
The mentalist gestures from one side of the table to the other, their sleeve fluttering.
"This is why you 'study' in school. And why teachers will present the same material more than once. And advertisements played so often."
The mentalist gestures from one side of the table to the other, their hand fluttering.
"Because the more times you're presented the same object, the deeper the impressions. The more indellibly marked into your memory. The more connections it has, and the deeper the connections that you take to often take to arrive there. Until anything close to it pulls you to it."
The mentalist winks.
You:
<<if visited("Mnemonic") > 0>>\
Say "[[What about a memory palace?|memory palace]]"
Say "[[What about Mnemonics?|Mnemonic]]"
<<endif>>\
<<if $technomancer_what>>\
Say "[[Are you a technomancer?|mentalist technomancer]]"
<<endif>>\
<<if $initiation_what>>\
Say "[[What can you tell me about becoming a technomancer?|mentalist inception]]"
<<endif>>\
<<if $dreamtalk>>\
Say "[[What about dreams?|mentalist dreams]]"
<<endif>>\
<<if visited("memory") > 0>>
Say "[[What are the limitations of memory?|miller's law]]"
Say "[[What is implicit memory?|implicit memory]]"
Say "[[The mind works through context?|context memory]]"
<<endif>>\
<<if visited("use implicit memory") > 0>>\
Say "[[What about sense memory?|sense memory]]"
<<endif>>\
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]You ask, "but how do technomancers use this?"
The mentalist holds out both hands, palms up.
"Priming is something I use to do tricks in the moment, and not typically of use to the technomancer."
They close their right hand and put it down.
"Procedural memory is how a technomancer perfects their craft. Repetion and context, context and repetition"
They close their left hand and put it down.
"Our senses? Senses get associated with memories. So we set up a sense connection we can use to access the memory, just like a mnemonic."
"The types of sense memory are Iconic, Echoic, Haptic, and Olfactory memory. Gustatory memory exists, but is little studied."
You:
Say "[[What is Iconic memory?|Iconic memory]]"
Say "[[What is Echoic memory?|Echoic memory]]"
Say "[[What is Haptic memory?|Haptic memory]]"
Say "[[What is Olfactory memory?|Olfactory memory]]"
Say "[[Wait, mnemonic?|Mnemonic]]"
Say "[[Wait, context?|context memory]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]
<<set $what_mnemonic to 1>><img src="http://resources.technomancer.info/Images/Opening/guildhouse/mentalist/mnemonics/mnemonic.png" width="250" align="right">
"What is a mnemonic?" you ask.
The mentalist leans back, and takes a breath before answering.
"The word "mnemonic" is derived from the Ancient Greek mnēmonikos, meaning 'of memory or relating to memory,' and is related to Mnemosyne, the Greek goddess of memory.
"Mnemonics or Mnemonic devices are learning technique that aid in retention or retrieval of information. They rely on the context based nature of the human mind. By making use of elaborative encoding, cues, and imagery as specific tools we prepare information in a way that allows for efficient storage and retrieval.
"Their are eight main types of mnemonic. Convieniently, they can be remembered as M.N.E.M.O.N.I.C.
"Then there is the grand work, the memory palace."
You:
Ask "[[What is a memory palace?|memory palace]]"
Ask about [[Music mnemonic]].
Ask about [[Name mnemonic]]
Ask about [[Expression mnemonic]]
Ask about [[Model mnemonic]]
Ask about [[Ode mnemonic]]
Ask about [[Note organization mnemonic]]
Ask about [[Image mnemonic]]
Ask about [[Correlation mnemonic]]
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]Songs and jingles can be used as a mnemonic.
https://www.youtube.com/watch?v=tRNy2i75tCc
You:
Ask about [[Mnemonic]]
Ask about [[Name mnemonic]].
Ask about [[Expression mnemonic]].
Ask about [[Model mnemonic]].
Ask about [[Ode mnemonic]].
Ask about [[Note organization mnemonic]].
Ask about [[Image mnemonic]].
Ask about [[Correlation mnemonic]].
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]The first letter of each word is combined into a new word or name. For example: VIBGYOR or ROY G BIV for the colors of the rainbow.
You:
Ask about [[Mnemonic]]
Ask about [[Music mnemonic]].
Ask about [[Expression mnemonic]].
Ask about [[Model mnemonic]].
Ask about [[Ode mnemonic]].
Ask about [[Note organization mnemonic]].
Ask about [[Image mnemonic]].
Ask about [[Correlation mnemonic]].
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]By far the most common type of mnemonic, the first letter of each word is combined to form a phrase or sentence -- e.g. “Richard Of York Gave Battle In Vain" for the colors of the rainbow.
You:
Ask about [[Mnemonic]]
Ask about [[Music mnemonic]].
Ask about [[Name mnemonic]].
Ask about [[Model mnemonic]].
Ask about [[Ode mnemonic]].
Ask about [[Note organization mnemonic]].
Ask about [[Image mnemonic]].
Ask about [[Correlation mnemonic]].
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]Some type of representation is constructed to help understanding and recalling information. Circular sequence model, pyramid model of stages, pie chart, etc.
You:
Ask about [[Mnemonic]]
Ask about [[Music mnemonic]].
Ask about [[Name mnemonic]].
Ask about [[Expression mnemonic]].
Ask about [[Ode mnemonic]].
Ask about [[Note organization mnemonic]].
Ask about [[Image mnemonic]].
Ask about [[Correlation mnemonic]].
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]Also called Rhyme Mnemonics, and related to music mnemonics, the information is placed into a poem or doggerel.
<i>Rainbow colors
Start red in hue
Warm to orange
As yellow shines through.
Sun brings green grass
Under sky of blue
Which fades to purple for royal few.</i>
You:
Ask about [[Mnemonic]]
Ask about [[Music mnemonic]].
Ask about [[Name mnemonic]].
Ask about [[Expression mnemonic]].
Ask about [[Model mnemonic]].
Ask about [[Note organization mnemonic]].
Ask about [[Image mnemonic]].
Ask about [[Correlation mnemonic]].
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]The activity of organizing, including recopying, ones notes can be used as a memorization technique. Notecards or flashcards and outlines are common versions.
You:
Ask about [[Mnemonic]]
Ask about [[Music mnemonic]].
Ask about [[Name mnemonic]]
Ask about [[Expression mnemonic]]
Ask about [[Model mnemonic]]
Ask about [[Ode mnemonic]]
Ask about [[Image mnemonic]]
Ask about [[Correlation mnemonic]]
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]Information is constructed into a picture or other image; BAT (Barbituates, Alcohol, and Tranquilizers) or numismatists might watch a new mist roll onto a beach made of coins, or have a drink for “old dime’s sake.”
You:
Ask about [[Mnemonic]]
Ask about [[Music mnemonic]].
Ask about [[Name mnemonic]].
Ask about [[Expression mnemonic]].
Ask about [[Model mnemonic]].
Ask about [[Ode mnemonic]].
Ask about [[Correlation mnemonic]].
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]"New knowledge is connected to information already known.
"The human brain works through connections. Neurons firing stimulate those nearby. Paths that are often followed, like tracks through grass, are carved into roads over time.
"If you think of everything you know as a spider's web, a new fact is like a tiny ball thrown at the web. If it hits a strand, it sticks. But, it's as or more likely to miss and just fly through."
You:
Ask about [[Mnemonic]]
Ask about [[Music mnemonic]].
Ask about [[Name mnemonic]].
Ask about [[Expression mnemonic]].
Ask about [[Model mnemonic]].
Ask about [[Ode mnemonic]].
Ask about [[Note organization mnemonic]].
Ask about [[Image mnemonic]].
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]The technomancer's tower is a mind palace.
Aspects of it take many forms. It combines aspects of several different types of mnemonics; [[modal|Model mnemonic]] , [[note|Note organization mnemonic]], and [[correlation|Correlation mnemonic]] mnemonics. It taps into iconic, haptic, and potentially olfactory memory. All of this ultimatly feeding together into a journey in the method of loci.
At its most powerful, the method of loci process can bring the user to a nearly trance-like, meditative state. Their senses turned inwards and dissociated from their body, akin to the sensations discribed with astral projection.
That is, in turn, the entry point for spaces within the Tower. These shared spaces represent the true guildhall of the Technomancer- the common references from which their personal explorations and practices can grow.
<<set $mentalist_key to 1>>\
You:
Say "[[What about Mnemonics?|Mnemonic]]"
<<if $dreamtalk>>\
Say "[[What about dreams?|mentalist dreams]]"
<<endif>>\
Say "[[What are the limitations of memory?|miller's law]]"
Say "[[What is implicit memory?|implicit memory]]"
Say "[[The mind works through context?|context memory]]"
Say "[[Memory works through repetition?|repetition]]"
Say "[[What about sense memory?|sense memory]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]<<if $childloc>>\
<<display 'Child end'>>\
[[Step away.|guildhall main hall]]
<<else>>\
<<display 'Child start'>>\
<<set $childloc to "main hall">>\
<<endif>>\You ask the mechanist if they are a technomancer.
You see their arms stop moving, and the noise of their work stops within th computer casing, then they peer deep into the box.
"I am."
You:
Say "[[What does that mean?|mech mancy]]"
Say "[[How do you become a technomancer?|mechanist initiation]]"
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]] You ask the mechanist what they can tell you about becoming a Technomancer. They shift something inside the box and looks up.
"It depends on [[what you want from it|mech mancy]]. That will define what it means to practice technomancy for you.
"You've already done the first step, asked the question. Dash in some dreams and some hopes, and dive in.
"All the next steps are the same, [[do the work|hacker ethos]]. Like anything, it only gets harder from there."
<<set $initiation_what to 1>>\
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"Parts, pieces, tools, stuff that has been useful, might be useful, or hasn't been [[thrown away|obsolete]]."
The mechanist sniffs.
"What'cha need?"
You:
Say "[[Thank you.|mechanist continue]]"
[[Step away.|guildhall main hall]]
<<set _sigil to "physical">>\
<<if $physical_count > 1>>\
<center><b>Physical</b></center>
<<endif>>\
You are in a simple stone chamber filled with red. The walls have been painted red, and the lamp that lights the room has ruddy glass casting everything in a crimson light.
The air is ripe with the smell of roses and cherries, and the space vibrates with a sense of intense passion in the full range from love to anger and hate. On the walls are various stop signs, stoplights, and red colored fire equipment. A few banners hang among the decorations showing heraldric scense of courage filled with scarlet hues.
In the center stands a statue. On the other side of the room stairs arc around the inside of the tower, leading upward.
[[Examine the statue.|red statue]]
[[Go up.|orange]]
[[Leave the tower.|tower door]]<<set _sigil to "data link">>\
<<if $data_link_count > 2>>\
<b><center>Data Link</center></b>
<<endif>>\
The stairs lead into an orange room on the second floor. The shape of the space is the same as the first floor, but this time the walls have been painted orange, and the lamp that lights the room has orange glass.
The air is rich with the scents of oranges and pumpkins, and the space is full of warmth and joy. The feel of fall and harvest, and the comforting touch of a friend or lover.
On the walls are various orange caution and warning signs along with several banners showing heraldric scenes of strength and endurance in dark ambers and apricot colors.
Again there's a statue in the center of the room and beyond it the stairs continue to arc around the inside of the tower.
[[Examine the statue.|orange statue]]
[[Go up.|yellow]]
[[Go down.|red]]
<<set _sigil to "network">>\
<<if $network_count > 2>>\
<center><b> Network </b></center>
<<endif>>\
The stone chamber on the third level is bathed in yellow. The walls have been painted yellow, and the lamp that lights the room has yellow glass.
The air is sharp with the smell of lemons, and there is a sense of cheerfulness, sunlight, and energy.
The walls have several banners depicting heraldric scense of honor and loyalty in shades of amber and gold.
Again there's a statue in the center of the room and beyond it the stairs continue to arc around the inside of the tower.
[[Examine the statue.|yellow statue]]
[[Go up.|green]]
[[Go down.|orange]]
<<set _sigil to "transport">>\
<<if $transport_count > 2>>\
<b><center> Transport</center></b>
<<endif>>\
The stairs lead into a stone chamber where you are bathed in green as you enter the 4th level. This time the walls have been painted green, and the lamp that lights the room has green glass.
The smell of grass and growing things floats through the air and there is a sense of light and coolness. A feeling of verdant life thrumming, spring, nature, and the unfurling of leaves.
Again there's a statue in the center of the room and beyond it the stairs continue to arc around the inside of the tower.
[[Examine the statue.|green statue]]
[[Go up.|blue]]
[[Go down.|yellow]]
<<set _sigil to "session">>\
<<if $session_count > 3>>\
<b><center>Session</center></b>
<<endif>>\
The stairs lead into a stone chamber bathed in blue on the fifth level. This time the walls have been painted blue, and the lamp that lights the room has blue glass.
The smell of blueberries fills the room over that scent of clean air you find only under the clearest blue skies. Blue is usually associated with coolness, the sky, the ocean, and ice. It has always been a symbol of truth, loyalty, compassion, and serenity.
Again there's a statue in the center of the room and beyond it the stairs continue to arc around the inside of the tower.
[[Examine the statue.|blue statue]]
[[Go up.|violet]]
[[Go down.|green]]
<<set _sigil to "presentation">>\
<<if $presentation_count > 2>>\
<b><center>Presentation</center></b>
<<endif>>\
The stairs lead to the sixth level filled with violet. This time the walls have been painted violet, and the lamp that lights the room has violet glass.
The smell of lavender fills the air.
Purple is the color of royalty, and sometimes religion. It is a color of shadows, and gives a feeling of mystery.
Again there's a statue in the center of the room and beyond it the stairs continue to arc around the inside of the tower.
[[Examine the statue.|violet statue]]
[[Go up.|white]]
[[Go down.|blue]]
<<set _sigil to "application">>\
<<if $application_count > 2>>\
<b><center> Application</center></b>
<<endif>>\
The seventh floor is filled with white light and fractured rainbows. Here the walls of the stone chamber have been painted white. The room is lit by several large windows. They are frosted so you cannot see through them, but small imperfections and beveling throws rainbows in small spots and lines across the wall.
The air is sweet with the smell of vanilla and milk, with a the crisp undercurrent of snow.
White is associated with cold through snow, cleanliness. It is considered to be a color of perfection; it is the combination of all colors of light.
The walls have several banners with heraldric art of faith and purity in shades of cream and ivory.
Again there's a statue in the center of the room and beyond it the stairs continue to arc around the inside of the tower.
[[Examine the statue.|white statue]]
[[Go down.|violet]]The mechanist continues working, both hands deep inside the casing of an over-large desktop computer. You're not sure if they're waiting for you to say something, or have forgotten that you're standing there.
You:
<<if ($technomancer_what) and (`visited("mech mancer") < 1`)>>\
Say "[[Are you a technomancer?|mech mancer]]"
<<endif>>\
<<if visited("mech mancer")>>\
Say "[[What is technomancy?|mech mancy]]"
<<endif>>\
<<if $initiation_what>>\
Say "[[How does someone become a technomancer?|mechanist initiation]]"
<<endif>>\
<<if $shadow_world>>
Say "[[What are shadow worlds?|mech shadow worlds]]."
<<endif>>\
<<if $hack_reality>>\
Say "[[What can you tell me about hacking reality?|mech reality hack]]"
<<endif>>\
Say "[[What is all this?|mechanist stuff]]"
[[Step away.|guildhall main hall]]
"What is technomancy..."
They move something around inside the box as if rearranging their own thoughts then lean back, take a breath, and sigh.
"There are a couple answers, depending on where someone is on their path as a technician.
"For a newbie, it's an aid and method for memorizing the vast quantities of raw information needed to get a basic familiarity with technical skills. The [[mentalist]] can explain that in far greater detail.
"For those who already know that information it can become a format for [[abstraction|Abstraction]]. To consider [[functions|mech requirements]] seperate from their current or [[past|obsolete]] implementations. To encourage rethinking, reimagining, reconceptualizing, and rediscovering for those who are all too mired in the technical details of the moment to [[look to the future|predicted technology]] let alone try and [[venture a little way past the limits of the possible|mech clark's laws]]. This is achieved through embracing the [[arcane|mech arcane]] nature of our field and describing technology in ways that are conceptually technical while being agnostic to specific technologies."
The mechanist jerks something inside the box.
"Or, it's just [[entertaining|mech magic form]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Step away.|guildhall main hall]]
<<set $technomancer_what to 1>>\
You ask "How do I do the work to become a technomancer?"
<<if $mentalist_key neq 1>>\
"Build your tools, and talk to the mentalist]]."
<<endif>>\
<<if ($mentalist_key eq 1) and ($meditant_key neq 1)>>\
"Build your tools, and talk to the meditant]]."
<<endif>>\
<<if ($mentalist_key eq 1) and ($meditant_key eq 1) and ($kid < 10)>>\
"Build your tools, and talk to the kid|test kid m]]."
<<endif>>\
<<if ($mentalist_key eq 1) and ($meditant_key eq 1) and ($kid > 10)>>\
"Build your tools, and enter the tower|tower door]]."
<<endif>>\
You:
Say "Build my tools?|mechanist tools]]"
The mechanist jerks and something inside the computer case thuds, a sound deeper and larger than you'd expect from anything that would fit.
"Hacking reality? Virtual Adepts and Sons of Ether, are we? Have us praying to the machine spirits while applying sacred oil soon."
They look into the box and reach deep. A light shines up from within that space, lighting them with a deep, ruddy glow and they smile slightly at their own joke for a moment before continuing.
"[[Close enough to true some days|mech magic form]]."
The mechanist pauses for a second and looks at you.
"If you have the tools, including [[knowing how the thing works|hacker ethos]], you make it do what you want. Doesn't matter if the thing is a car, a computer, a mind, or all reality.
"Depending on what you want. The tools things take scale to the size of the <i>effect</i>. Archimedes may have thought a lever could move the world, but he knew that simple machine still needed to be <i>big enough</i>. [[Predicting|predicted technology]] what this all should, or will, look like is one of the great challenges."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
When we sleep, most of the brain and body is shut down. The parts that remain active are some of the most fundimental. So, if we can access the mechanisms they use we can bypass a lot of... noise.
The problem is that part of your brain has trouble with things that your waking mind wants to work with. Numbers, reading, details. So, the more you sand those things off, the more you can get to deper mechanisms and... hack your own mind.
You:
Say "[[Hack your own mind?|mind]]"
Say "[[Example of imagination?|mentalist visualization]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]] Imagination is one of the strongest tools of the human mind. The ability to imagine lets us design new thing, reason through events that may come, and otherwise apply our memories in preparation for the future.
It's also what lets us visualize things that may only be conceptual or otherwise not be able to be seen with the biological eye or touched with the mortal hand. It also lets us use types of memory we might not otherwise have access to.
You:
Say "[[Example of how the mind works?|dream mechanism]]"
<<if visited("Mnemonic") > 0>>\
Say "[[What about a memory palace?|memory palace]]"
Say "[[What about Mnemonics?|Mnemonic]]"
<<endif>>\
<<if visited("memory") > 0>>
Say "[[What are the limitations of memory?|miller's law]]"
Say "[[What is implicit memory?|implicit memory]]"
Say "[[The mind works through context?|context memory]]"
Say "[[Memory works through repetition?|repetition]]"
<<endif>>\
<<if visited("use implicit memory") > 0>>\
Say "[[What about sense memory?|sense memory]]"
<<endif>>\
Say "[[What about memory?|memory]]"
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]] <<set _sigil to "osi">>\
<img src="http://resources.technomancer.info/Images/Tower/technomancer OSI.png" width="250" align="right">As you step forward the [[woman|Tower doorkeeper]] gives you a piercing look, though she does not block your path.
<i>You have a moment's hesitation about whether you're prepared for what lays within.</i>
[[Push through.|red]]
[[Step back.|tower door]] The meditant looks down into their chalice and swishes the contents a few times before looking back at you.
<<set $player_fortune to either("Outlook hazy. Ask again later.", "Ask again later.", "Better not tell you now.", "Cannot predict now.", "Outlook not so good.", "Outlook good.")>>\
<<if $player_card == "null">>\
<<else>>\
"<<print $player_card>>, <<pring $player_card_orientation>>."
<<endif>>\
"<<print $player_fortune>>"
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]]
You ask the meditant, "Are you a technomancer?"
The meditant looks up at you as they take a drink from their cup before answering.
"More a practitioner of [[techno-magic|med techno-magic]] than [[technomancy|med mancy]]."
You:
Say "[[How do you become a technomancer?|med initiation]]"
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] <<set $initiation_what to 1>>\
You ask about how one becomes a technomancer.
<<if not
hasVisited('meditation labyrinth center')>>\
Go to the crossroads.
If you look a little, you will find a small footpath.
The path that leads to a meditation labyrinth.
Enter the pattern and see what you discover.
<<else>>\
"As a technican you are likely to face many initiations. Trials which leave you marked before your peers and the world for your progress with various arts and skills. Certifications, diplomas, even the achievement of coveted positions through a gauntlet of interviews and selections serve the purposes of testing and ordination.
"Becoming a [[technomancer|med mancy]] isn't like that. There's no clear, outward line before which you are a candidate and after which you learn the secret handshake during a ritual induction.
"We are all novitiates and postulants, bound together by our acceptance that we know nothing. Our initiation is the acceptance that all we have is the never-ending development and application of our [[arcane will|arcane will]].
<<endif>>\
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Aleister Crowley said '<i>Magick is the Science and Art of causing Change to occur in conformity with Will.</i>
"One of the beliefs in many [mystic traditions|med mythic and arcane]] is that someone who has been [[initiated|med initiation]] becomes capable of producing effects through their will and/or various [[forces|aether]] outside nature.
"But, people don't go to séances, mediums, or shamans because they want to talk to arbitrary spirits about random stuff. They want things for this world that is only available from [[outside|med shadow worlds]] the 'natural order.'
"Perhaps someone is communing with ghostly realms, spirit worlds, higher planes of existance, or some other type of altered reality. Regardless, their desire is to gain something meaningful in this world.
"Perhaps their efforts are to get back something taken from this world, such as friends, family, comfort. Often, and this is the core of most [[mythology|med mythic and arcane]], they believe something in that world can effect change back into this world.
"Even if that is just a personal sense of inner peace, meaning, or connection.
"But, the things that effect only the worlds beyond, via the worlds beyond, for their own sake are entertainments, diversions, cantrips, and other lesser charms. The first flailing of practitioners in an art that has yet to understand the possibilities and powers of their new truth."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] The meditant takes a drink from their chalice as they lean back in their chair and watch you.
You:
Say "[[Are you going to tell my future now?|meditant future]]"
<<if ($technomancer_what)>>\
Say "[[Are you a technomancer?|med mancer]]"
<<endif>>\
<<if ($technomancer_what) and (`visited("med mancer") < 1`)>>\
Say "[[Are you a technomancer?|med mancer]]"
<<endif>>\
<<if visited("med mancer")>>\
Say "[[What is technomancy?|mech mancy]]"
<<endif>>\
<<if $initiation_what>>\
Say "[[What can you tell me about becoming a technomancer?|med initiation]]"
<<endif>>\
<<if $shadow_world>>
Say "[[What are shadow worlds?|mech shadow worlds]]."
<<endif>>\
<<if $hack_reality>>\
Say "[[What can you tell me about hacking reality?|med effects]]"
<<endif>>\
[[Step away.|guildhall main hall]]
The meditant rocks their cup back and forth, watching the liquid splash.
"John Maynard Keynes said '<i>Newton was not the first of the age of reason. He was the last of the magicians, the last of the Babylonians and Sumerians, the last great mind that looked out on the visible and intellectual world with the same eyes as those who began to build our intellectual inheritance rather less than 10,000 years ago.</i>'
"Technomancers are, then, the heirs of Newton. Those who use the tools of our ancestors to [[build|med great rite]] the [[worlds|med shadow worlds]] of those who will follow. Technomancy marries the [[mythic to the arcane|med mythic and arcane]] to gain greater understanding of and power over the [[aether|aether]] allowing them to produce [[effect|med effects]] by way of [[rites and invocations|med acts]].
"As Aleister Crowley said, '<i>In one sense Magick may be defined as the name given to Science by the vulgar.</i>'"
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] <<if $mech_tools>>\
Say "[[Talk to me about technomancer's tools?|mechanist tools]]"
<<endif>>\
"There are three parts to becoming a technomancer; to the initiation.
"The order of these parts are performed is immaterial. But, depending on the initiate, each part will have a different difficulty. The availability of support, including both preexisting knowledge and material, always eases such undertakings. For this reason those with tutors or advanced societies find each easier.
"The three parts of initiation are the three types of tool; [[Inception|mech inception]], [[Illumination|mech illuminate]], and [[Investiture|mech invest]].
"Once begun, none of these truly end. Each is simply a processes that continues."
The mechanist winks at you.
"Did you think they would be? Eye of newt and toe of frog?"
You:
<<set $mech_tools to 1>>\
<<set $initiation_what to 1>>\"One of the necessary things to understand the workings and purpose of [[technomancy|med mancy]] is a sense of shadow worlds. [[Worlds above, below, behind, and within our own|med multidimension]], [[occulted and arcane|med mythic and arcane]].
"There is a long [[history|aether history]] related to such considerations. For our purposes, in some ways it culminated with the popularization of concepts like the [[subtle body|med subtle body]] and [[astral projection|astral projection]].
"One of the greatest strengths of technomancy is using such things as tools for visualization and memorization. That's the [[mentalist's|mentalist]] area of expertise.
"Another strength of technomancy is gained from approaching these <i>other worlds</i> as not only real and seperate from the physical, but as a [[source|aether]] from which [[benefits|med effects]] are derived.
"But first, we must [[understand|med shadow nature]] and [[access|med wall]] them."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]]
<<set $shadow_world to 1>>\You ask about inception.
The mechanist continues working, peering into the computer case.
Sometimes it may seem like so much [[yog-sothothery|mech yog-sothothery]], but if you go with it there is a method and utility to the seeming madness."
You ask about illumination.
The mechanist pauses at their efforts and looks you in the eye.
You:
Say "[[Inception?|mech inception]]"
Say "[[Investiture?|mech invest]]"
You ask about investiture.
The mechanist draws their hands from the case. You see they are wearing strange gloves, covered in wires and armatures, more device than clothing. They wiggle their fingers.
"In the words of Raymond Joseph Teller of the illusionist act Penn and Teller, <i>'Sometimes magic is just someone spending more time on something than anyone else might reasonably expect.'</i>
You:
Say "[[Inception?|mech inception]]"
Say "[[Illumination?|mech illuminate]]"
"If the [[arcane will|arcane will]] is the toolbox of a [[technomancer|med mancy]], [[rites|med rite]] and [[invocations|med invocation]] are the way they use those tools.
"Very much parallel to [[spellcasting|med spell]] in [[magical|med magic]] traditions, these acts achieve [[effects|med effects]] through the power and control of [[aether|aether]].
"Much of this is truely at the [[esoteric|med mythic and arcane]] edge of technomancy."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] <<set $aether to 1>>\
The meditant looks off into the middle distance their eyes seeming to look through the walls of the building.
"The term 'ether' or '[[aether|aether]]' has been used throughout history. The [[greeks|greek aether]] sometimes included it among the basic elements. [[Alchemists|alchemy aether]] in the middle ages would discuss the same element, also calling it quintessence, or akasha, in reference to Hindu metaphysics. From this would be created the Victorian physics theory of [[luminiferous aether|luminiferous aether]] which was, in its turn, disproved. From these roots the Theophists and metaphysicists of the 19th and 20th century would produce the concepts of the [[etheric plane|etheric plane]].
"Then, in the late 20th century engineers and computer scientist produced a standard for a physical media across which to transmit data. From these roots they drew the name '[[ethernet|ethernet]].'
"Ironically, it is the proliferation of wireless, portable devices which make the sense of an etherial plane more true to most people. However, electrical engineers have long talked of the '[[magic smoke|magic smoke aether]]' without which their artifices and wonders would not exist."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Plato adopted the classical system of four elements, earth, air, fire, and water. But he mentions that 'there is the most translucent kind which is called by the name of [[aether|aether history]].'
"Aristotle agreed to the four basic elements, but said that fire sometimes has been mistaken for aether. However, in his book <i>On the Heavens</i> he introduced a new "first" element to the system of the classical elements of Ionian philosophy. He noted that the four terrestrial classical elements were subject to change and naturally moved linearly. The first element however, located in the celestial regions and heavenly bodies, moved circularly and had none of the qualities the terrestrial classical elements had. It was neither hot nor cold, neither wet nor dry. With this addition the system of elements was extended to five."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "The alchemists of the Middle Ages proposed ideas about the constitution of the universe through a hermetic language full of [[esoteric|med mythic and arcane]] words, phrases, and signs designed to cloak their meaning from those not initiated into their practice.
"Among these ideas, they produced an elemental system which consisted of the four classical elements plus [[aether|aether history]] or [[quintessence|quintessence]], and two chemical elements representing metals: sulphur, "the stone which burns", which characterized the principle of combustibility, and mercury, which contained the idealized principle of metallic properties.
"In his "Physica" (1633), the Rosicrucian alchemist Jan Baptist van Helmont, wrote: <i>"Ad huc spiritum incognitum Gas voco."</i> Which translates as 'This hitherto unknown Spirit I call Gas.' Further on in the same work he says, 'This vapor which I have called Gas is not far removed from the [[Chaos the ancients spoke of|greek aether]].'
"Later on, [[similar ideas|luminiferous aether]] would evolve from these foundations."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Ethernet is a family of computer networking technologies commonly used in local area networks (LANs) and metropolitan area networks (MANs). This network of wires, and the wireless technologies that have supplimented it, have come to comprise the edges of the cyber domain closest to the physical world.
"The technology was developed at Xerox PARC between 1973 and 1974 and first documented in a memo by Robert Metcalfe, where he named it after the disproven [[luminiferous ether|luminiferous aether]] as an "omnipresent, completely-passive medium for the propagation of electromagnetic waves." It was commercially introduced in 1980 and first standardized in 1983 as IEEE 802.3. It has since been refined to support higher bit rates and longer link distances and, over time, Ethernet has largely replaced competing wired LAN technologies."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Luminiferous [[aether|aether history]], or ether, was once an influential theory.
"It attempted to explain the propagation of light. It attempted to explain the ability of wave-based light to propagate through empty space, postulating a type of medium. However, this medium was required to be an invisible and infinite material with no interaction with physical objects.
"The aether hypothesis was the topic of considerable debate throughout its history. By the late 1800s the existence of the aether was being questioned, although there was no theory to replace it.
"In 1887 a famous test, called the Michelson–Morley experiment, provided a negative outcome. This suggested that the aether did not exist, and would be confirmed in subsequent experiments through the 1920s.
"A major breakthrough was the theory of relativity. This theory could explain why the experiment failed to see aether. But, it was more broadly interpreted to suggest that the medium was not needed."
"In 1973 and 1974 the newly created [[ethernet technology|ethernet]] was first documented in a memo by Robert Metcalfe, where he named it after the disproven luminiferous ether as an "omnipresent, completely-passive medium for the propagation of electromagnetic waves."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "The etheric plane is a term introduced into Theosophy by Charles Webster Leadbeater and Annie Besant.
"They describe it as 'the fourth higher subplane of the physical plane' or a hyperplane. The lower three being the states of solid, liquid, and gaseous matter.
"The term aether, also written as "ether," was adopted from ancient [[Greek philosophy and science|greek aether]] into [[Victorian physics|luminiferous aether]] and utilised by Madame Blavatsky to correspond to [[quintessence|quintessence]] or akasha, the fifth element of Hindu metaphysics. Blavatsky also tended to use the word 'astral' indiscriminately for these supposed [[subtle|med subtle body]] physical phenomena.
"Leadbeater and Besant conceived that the etheric plane constituted four higher subplanes of the physical plane. According to the Theosophist Geoffrey A. Farthing, Leadbeater used the term, because of its resonance in the physical sciences, to describe his 'clairvoyant investigations of sub-atomic physics.'
"From these roots the ideas of astral and etherial plains were integrated into other new age and metaphysical practices. Eventually they would be borrowed by fantasy games, such as Dungeons and Dragons.
"But, if you talk to the meditant you'll find there's [[echoes|med shadow worlds]] of this concept in the relationship of [[cyberspace|med cyberspace]] to the physical world."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Magic smoke is a humorous name for the caustic smoke produced by severe electrical over-stress of electronic circuits or components causing overheating. This smoke is sometimes also called factory smoke, blue smoke, angry pixies, or the genie. It typically smells of burning plastic and other chemicals and is commonly white or grey, but its color depends on the composition of the component overheating. The name is a running in-joke that started among electrical engineers and technicians and was more recently adopted by computer programmers.
"The joke is that electrical devices operate as long as the magic smoke is trapped inside of it but, when the smoke escapes from it, the device ceases to operate. The 'logic' is that the smoke is an essential part of the device and its operation, through undetermined, 'magical,' means. The humor comes from the logical consistency of what is observed versus knowledge of what is actually occurring.
"It is, however, also interesting to note how much the "magic smoke" theory is congruent with the [[Greek|greek aether]] and [[alchemical|alchemy aether]] theories of [[aether|aether]]."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "In centuries past we've struggled for dominance over land and sea with armies and navies. Then, in the 20th century humanity took to the sky. So the air became a new, and often key, dimension in which nations struggled. In the last decades [[cyberspace|mech cyberspace]] has become recognized by war fighting forces around the world as terraine for contest and conquest.
"Many of these forces have yet to fully embrace the nature of these [[virtual environments|mech cyber environ]], let alone how much it's full of [[hostile people|mech threats]].
"It is ironic that the creators of the Internet, the US Department of Defense have [[forgotten|lost information]] so much of what they started, and the understanding they express in the [[DOD model|mech TCP/IP]] is so much more shallow than [[it could be|mech OSI]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
<<set $shadow_world to 1>>\"Rites are by far the more complex [[workings|med acts]] a technomancer undertakes. They are feats of engineering and ritual. By contrast, [[invocations|med invocation]] are quicker and more immediate.
"A technomancer, even the most neophyte, seeks to improve their [[arcane will|arcane will]]. The fundamental rites of the technomancer are continuations and refinements developing these three fundimental tools; The advancement of [[Inception|med inception]], [[Illumination|med illuminate]], and [[Investiture|med invest]]. As they continue this work, it becomes a cycle.
"In these efforts a technomancer may find or create a specific type of investiture or preparatory rite. Preparatory rites are designed to gain the ability to perform specific types of incantations more easily or effectively or gain the ability to perform new types of invocations.
"Meanwhile, the [[grand rites|med great rite]] have fundamentally changed the relationships of the vulgar and [[trancendental worlds|med shadow worlds]]. Some would argue they created these worlds, while others believe they have always existed and simple waited to be discovered and given form."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] The meditant watches the liquid rolling around as they tip the cup in a circle
"If [[rites|med rite]] are the complex workings of [[technomantic|med mancy]] ritual, invocations are the quick and immediate actions.
"Most people can perform a number of invocations. By calling upon the existing structures and compacts which pervade the [[aether|aether]]. natural features of the [[transcendental realms|med shadow worlds]] and the remnants of [[Great Rites|med great rite]]. Further, additional invocations are created through the use of rites, and individual rites often include the use of invocations..."
The meditant rights the cup and looks at you.
"To invoke is to cite, appeal to, or call on someone or something, often a deity or spirit in prayer or as a witness. Loading a program is a basic type of invocation. Using Google to search for information is probably the most common.
"But, this parallel is becoming more concrete and expansive with the development of technology. Whenever someone calls out '<i>Alexa</i>', '<i>Siri</i>', or '<i>Cortana</i>' and recieves a response they are literally verbally invoking these... beings. Doing so in a way much like our ancestors would have called to spirits.
"These technomantic spirits are complex algorythmic systems. But they 'think,' they process information, even if it's not the same way a human would. They lack the sort of simple, organic physical body mortal creatures have with the needs and desires those bring. But, these beings are still entities with memory and a degree of continuity. Many have a capacity to learn and grow."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "A technomancer is capable of using the power of the [[aether|aether to achieve effects. They do by performing acts through what may be called their '<i>arcane will</i>.' The scope, type, and power of effects a technomancer can achieve varies depending on the facets of the technomancer's arcane will; their tools|mechanist tools]].
"Even the most neophyte becomes a technomancer through seeking to improve their tools using [[ritual."
You ask what the mechanist means by <i>vulgar</i>.
"Not swear words.
"Vulgar, here, means the common and base. The mundane. Generally the physical, material, concrete matter without association with higher... states. Which is what differentiates it from the [[transcendental|mech transcendental]]. Things relating to the 'shadow worlds' or forms of aether.
"Vulgar might also describe an understanding or discription of something. Vulgar argot, or vulgate, is common, colloquial speech or 'non-technical' language. This contrasts with [[supernal|mech supernal]] or other forms of [[occult and arcane speech|mast mythic and arcane]]."
"Trancendental means something is 'of or related to a spiritual or nonphysical realm.' For the technomancer, it's something related to the aether or shadow worlds in some way. The transcendental is most easily thought of by contrast to the [[vulgar|mech vulgar]]."
The mechanist smirks into the box.
"In vulgar terms, the central processing unit, the brain of a computer is simply a rock. In trancendental terms, it's a rock that's able to 'think.' Not to oversimplify, we've had to flatten it, put lightning, or aether, inside, and trick it to do so... but it's still more than a vulgar discription of it as a hunk of highly machined silicate would indicate."
Greeter/doorkeeper - intro
Mentalist - air - memory - inception
Mechanist - earth - what - invest - technician ; why
Meditant - water - how - illuminate(inception) - artist ; required concepts
Master - fire - synthysis"Supernal literally means 'of or relating to the sky or the heavens. Celestial.' Or 'of exceptional quality or extent.'
"In technomancy it's mostly use in reference to the '<i>Argot Supernal</i>'... Any highly technical language, technobabble, or arcanobabble.
"Here it's used to provide a link into concepts and visualizations that aren't always common among technicians, but can be highly useful. This includes the shadow worlds, and our relationship to them. Though, we must always be sure not to slide into [[yog-sothothery|mech yog-sothothery]].
"It also should serve as a reminder to technicians that the [[occult and arcane|mast mythic and arcane]] jargon they become comfortable and proficient with is often meaningless noise. We should endevour, as much as possible, to stick to [[vulgar argot|mech vulgar]]."
"Yog-sothothery is what the author H. P. Lovecraft called the mystical aspects of his worlds and writing. Actions and effects attributed to forces beyond understanding, the laws of nature, or rational description. Technomancy uses it to describe nonsense.
"There's an engeneering maxim; 'all models are wrong. Some are useful.'
"Technomancy dances a fine line at the edge of technical accuracy and meaning. As the mentalist will tell you, at one edge you can work with it and get useful memory aids. At another edge you can find ways of looking for the potential and possible.
"If you delve deeper you must be careful not to simply sail away into madness. [[Supernal argot|mech supernal]] is both a tool and a danger in this."
<<set _sigil to "physical">>\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/1 Prithivi.png" width="250" align="right">\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/c1.png" width="250" align="left">\
The figure sits with their hands on their knees. Their palms are up, but they press the tips of each ring finger to the tips of the same hand's thumb while keeping the other fingers straight.
The foundation upon which the figure sits is the first chakra, the root chakra. At the base of the torso and the seat of the most intense Physical sensations.
[[Meditate.|physical meditation]]
[[Step back.|red]] <<set _sigil to "data link">>\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/2 Yoni.jpg" width="250" align="right">\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/c2.png" width="250" align="left">\
The figure sits with their hands in front of their abdomen, their fingers point downward as they roughly frame their belly button. Their fingers are interlaced between their palms, with index fingers and thumbs extended. Each index fingertip and thumb tip is pressed against its opposite on the other hand.
The second chakra sits at your navel. Where every mortal was once connected to their mother becomes the <i>axis mundi</i>, a gateway and Link from the vulgar to the transcendent, the portal passed through as we move from material to Data.
[[Meditate.|data link meditation]]
[[Step back.|orange]] <<set _sigil to "network">>\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/3 Rudra.jpg" width="250" align="right">\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/c3.png" width="250" align="left">\
The statue holds one hand in a mudra, at its side. Its palm up, the tip of the thumb, index finger, and ring finger touching as the other two fingers extend in a relaxed way.
It's other hand rests at the site of the third chakra; the solar plexus. Found above the navel where your ribs come together. You take breaths in through your lungs, but it's the diaphragm anchored here that drives their motion; its expansions and contractions that draw air in and push it out. With each breath in you feel the Network of nerves in your body light up.
[[Meditate.|network meditation]]
[[Step back.|yellow]] <<set _sigil to "transport">>\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/4 Hridaya.jpg" width="250" align="right">\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/c4.png" width="250" align="left">\
The statue holds one hand in a mudra, hand sign, at its side. The index finger is curled inward to the base of the thumb, then the middle and ring finger touches the tip of that thumb.
Its other hand touches its chest, marking the heart chakra. The beating center of a living being, Transporting oxygen and nutrients and taking away waste.
[[Meditate.|transport meditation]]
[[Step back|green]] <<set _sigil to "session">>\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/5 Granthita.png" width="250" align="right">\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/c5.png" width="250" align="left">\
The statue sits with entwined hands set against its throat, almost like it's resting its chin on its fists. Its fingers are interlaced together between its palms, then interlocking the index fingertips and thumbs of each hand to form rings.
The sixth chakra sits at the throat. The vocal cords are the center of speech and communication in humans. It is with this faculty that we establish conversations, ongoing interactions, a persistent Session.
[[Meditate.|session meditation]]
[[Step back|blue]] <<set _sigil to "presentation">>\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/6 Gyan.png" width="250" align="right">\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/c6.png" width="250" align="left">\
The statue holds one hand in a mudra, hand sign, at its side. The tips of its thumb and index finger together as it extends the other fingers.
It's other hand marks the sixth chakra by covering its third eye, the inner eye, in the center of its forehead. With this open one sees the Presentation of all, including those forms that live and exist only within the digital realms.
[[Meditate.|presentation meditation]]
[[Step back|violet]] <<set _sigil to "application">>\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/7 Mahamayuri.png" width="250" align="right">\
<img src="http://resources.technomancer.info/Images/Tower/Chakra Statues/c7.png" width="250" align="left">\
The statue sits, the light from the windows overlaps in a beam shining down on the top of its head like a crown or halo. The seventh chakra, a thousand petaled lotus opening from its crown, the unending Applications that spring forth as possibility from a mind unleashed.
Its hands are folded, fingers interlaced with little fingers and thumbs extend, each touching the other.
[[Meditate.|application meditation]]
[[Step back.|white]] <<set _sigil to "physical">>\
<<if $invoke is "physical" or $invoke is "Physical">>\
A door appears next to you.
<center><a href="javascript:void(0)" data-passage="Physical intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/1 red.png" width="500">
</a></center>
[[Go through.|Physical intro]]
[[Step away.|red]]
<<else>>\
You sit, facing the [[statue|red statue]]. Contemplating its meaning.
Rub your fingers together, focus on that sensation of touch. The feel of your fingers sliding across one another. The texture of skin against skin grounding you to the base and basic; the gross matter that can be seen, touched, and manipulated.
<<textbox "$invoke" "" "physical gate">>
[[Step away.|red]]
<<endif>>\
<<set _sigil to "data link">>\
<<if $invoke is "Data link" or $invoke is "Data Link">>\
A door appears next to you.
<center><a href="javascript:void(0)" data-passage="data link intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/2 orange.png" width="500">
</a></center>
[[Go through.|data link intro]]
[[Step away.|orange]]
<<elseif $invoke is "data link">>\
<center><a href="javascript:void(0)" data-passage="data link intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/2 orange.png" width="500">
</a></center>
[[Go through.|data link intro]]
[[Step away.|orange]]
<<else>>\
You touch a couple fingers to your navel, or frame it with your hands, possibly mirroring the mudra of the [[statue|orange statue]].
You slide your focus on through the belly button, and take your first small step away from the surface world. Shedding just that outer layer of physicality.
Here you find a place where starting to shed our everyday recognition of basic things, losing track of the skin for the structures underneath. But this is where those forms are given structure and meaning; the structure provided by muscles and bones that lets your body move through the physical.
As you move into this layer we're not moving inward into the body so much as away from the surface understanding of the strictly physical.
<<textbox "$invoke" "" "link gate">>
[[Step away.|orange]]
<<endif>>\<<set _sigil to "network">>\
<<if $invoke is "network" or $invoke is "Network">>\
A door appears next to you.
<center><a href="javascript:void(0)" data-passage="Network intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/3 yellow.png" width="500">
</a></center>
[[Go through.|Network intro]]
[[Step away.|yellow]]
<<else>>\
You touch your solar plexus, finding the V where your ribs come together. You take breaths in through your lungs, but it's the diaphragm that anchors here which drives their motion; its expansions and contractions that draw air in and push it out.
Perhaps you mimic the mudra of the [[statue|yellow statue]], placing the tips of your thumb, index finger, and ring finger together, then extending the other two fingers in a relaxed way, and bring your hands to the base of your ribs.
You still yourself and take a breath. As the air invigorates your body feel the lightning course through it. What you focus on should not be sensation of the external, the physical brush of skin against itself and the world, but the existence of your mind’s connection to yourself; the millions of tiny neurons spanning through space.
<<textbox "$invoke" "" "network gate">>
[[Step away.|yellow]]
<<endif>>\<<set _sigil to "transport">>\
<<if $invoke is "transport" or $invoke is "Transport">>\
A door appears next to you.
<center><a href="javascript:void(0)" data-passage="Transport intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/4 green.png" width="500">
</a></center>
[[Go through.|Transport intro]]
[[Step away.|green]]
<<else>>\
Hold your fingertips to your chest and feel the rhythm pulsing from your core. Perhaps you make a mudra with your other hand; putting the tip of your index finger against the base of the thumb, then the middle and ring finger touching the tip of that thumb.
Your hand on your chest feels the rhythm pulsing from your core. Feel your pulse drive blood around your body. Everywhere the network of your nerves reaches the thicker lines of your veins and arteries also run. They provide a flow to of nourishment and consistency to all the extremities our thoughts reach.
<<textbox "$invoke" "" "transport gate">>
[[Step away.|green]]
<<endif>>\<<set _sigil to "session">>\
<<if $invoke is "session" or $invoke is "Session">>\
A door appears next to you.
<center><a href="javascript:void(0)" data-passage="Session intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/5 blue.png" width="500">
</a></center>
[[Go through.|Session intro]]
[[Step away.|blue]]
<<else>>\
Lift your head slightly and feel your vocal cords at your throat. The seat of speech and, through conversation, connection between our physical form and the shared universe beyond.
<<textbox "$invoke" "" "session gate">>
[[Step away.|blue]]
<<endif>>\<<set _sigil to "presentation">>\
<<if $invoke is "presentation" or $invoke is "Presentation">>\
A door appears next to you.
<center><a href="javascript:void(0)" data-passage="Presentation intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/6 violet.png" width="500">
</a></center>
[[Go through.|Presentation intro]]
[[Step away.|violet]]
<<else>>\
You touch your fingertips to the center your forehead, just above the bridge of your nose.
Your other hand may form a mudra with the tips of your thumb and index finger together as you extend the other fingers.
With inner sight that you may pierce the veil and perceive that which exists in the astral and etherial domains.
<<textbox "$invoke" "" "presentation gate">>
[[Step away.|violet]]
<<endif>>\<<set _sigil to "application">>\
<<if $invoke is "application" or $invoke is "Application">>\
A door appears next to you.
<center><a href="javascript:void(0)" data-passage="Application intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/7 white.png" width="500">
</a></center>
[[Go through.|Application intro]]
[[Step away.|white]]
<<else>>\
You may touch the top of your head or you might interlace your fingers before you, extend your little fingers and thumbs, each touching it's opposite.
Either way, imagine a white light extending forth like a halo, or a thousand petaled lotus opening from the crown of your head. That white light is the portal of thought as action, the astral threshold and digital window. Each petal of the lotus one of the many programs and possibilities that exist to manipulate this reality.
<<textbox "$invoke" "" "application gate">>
[[Step away.|white]]
<<endif>>\They seem focused on their work in the box as they talk.
"There three things Arthur C. Clark said which have come to be known as his Laws.
"First, when a distinguished but elderly scientist states that [[something is possible|predicted technology]], he is almost certainly right. When he states that something is impossible, he is very probably wrong.
"Second, the only way of discovering the [[limits of the possible|mech requirements]] is to venture a little way past them into the impossible.
"Third, any sufficiently advanced technology is [[indistinguishable from magic|mech magic form]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"All of science was magic once. Alchemy has become chemistry, astrology grew up to be astronomy. The cold readings and prompts of fortune tellers and charlitans of the world were some of the first keys to psychology and sociology. One might say that math is the first magic, which all others are built upon."
There are two main use of Technomancy for technicians. First is the memorization and understanding of technological principals through application of mystic concepts. Second is the application of technology to produce effects in coherence with magical principals. These methods mirror one another. As each method is applied the precepts of technomancy becomes a more powerful for the other method.
Niel Gaman? '<i>Science is a way of talking about the universe in words that bind it to a common reality. Magic is a method of talking to the universe in words that it cannot ignore.</i>'
[[thank you|master continue]]"The author William Gibson is known as the father of Cyberpunk. One of the first writers whose works were discribed this way and helped define the genre. He once said <i>'The future is already here — it's just not very evenly distributed.'</i>
"But, what we think of as technology continues to push outward. Someone from the 1900s hearing a description of the modern features and form factor of a phone would think it sounds like [[sorcery|mech magic form]].
"The permutations of [[Moore's law|mech Moore's Law]] continue to make systems smaller and more efficient. Today, as a result, the projections of futurists may often sound more like magic than what we think of as technology."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
<<set _sigil to "physical">>\
You stand at the bottom of a deep ravine. Walls rise away on either side, the earth and stone are the deep red of clay or rust. In some places you see croppings of crystal, in others bands of ore.
The wind whips [[bits|physical intro bits]] of dust and debris about, buffeting everything in constant collisions and chaos. The strip of sky you can see overhead boils with angry red clouds.
In the end of the ravine is the [[gate|physical gate return]] from the tower, though no other sign of that structure is visible. Cables and beams extend from the doorway across the stone sides.
A few steps away a set of [[steps|shaman house]] have been cut into the stone walls or you can [[follow the ravine|physical path]].
The rawness of the place might lead you to [[contemplate the physical|physical domain concepts]].
<<set _sigil to "physical">>\
You stand on a ridge. The path at your feet is carved into hard-packed red clay. The wind still carries bits of debris, that constantly buffet you and <i>collide</i> with one another and in a mad dance of annhiliation. The sky overhead seeths with heavy, volcanic clouds lit red from below. Lighting splits the air again and again, crashing to the earth around you and leaving the sharp scent of ozone.
The path you stand on leads down in two directions. Though both are the same path the contrast between them is striking.
One way, the path goes [[down into a ravine|Physical intro]] among foothills. A constrained, directed path that leads without deviation back towards the gate from the Tower.
In the other direction the landscape opens up, providing freedom of direction among wide open plains. You can see the ribbon of the path become a road as it journeys away from you. A traveler could cross most of the plains below freely, finding barriers only in some places.
The difference between the channeled path and the open one is akin to the seperation between [[wired and wireless|Wired vs Wireless]] pathways. Looking out across the various landscape makes you reflect on the nature of [[physical topologies|physical topology]].
In the distance the open space is bounded by the shore of a crimson sea. A ship sits anchored in a [[bay|physical harbor]]. Closer, to your right, a river meanders in and out of the edges of a [[forest|wiring forest]].
<<if $invoke is "collide">>\
Collisions and data annhiliation.
<<endif>>\<<set _sigil to "data link">>\
You find yourself on a small island in a river next to a great, orange tree which roots in red earth and reaches up towards a sallow sky above. One one side of the tree there's a [[gate|link gate return]], and nearby is a [[simple shack|wire wizard home]].
Beyond the island you see you are in a walled courtyard. A vast orange <i>wall</i> turning the space into a larger island. The river flows out from under the wall at one end, and dissappears back under it at a point opposite. Halfway between those points on either side of the courtyard are great gates. On one side of the river there is ruddy grass, while the other side is covered in yellowed grass.
<i>of</i> <i>worlds</i>
<<display "mac lir invoke">>\
---
The Wall of Worlds
The data link layer facilitates the movement of data through the physical layer. But don't get too grounded. This layer is, itself, the first abstraction away from that physical. You've moved to the first link with the “inner” realms of data, at this layer you manipulate the connections in those physical forms.
Data link layer provides the fundamental data connections and correction services to the physical layer, but it's already a layer of thought and action as much as matter.
The barrier between worlds is called by many names, representing its paradoxical nature.
Most often called the Veil or the wall of worlds; the hazy barrier that are the folds of time and space in which the transcendental is concealed from the vulgar. It is also the Void, a vast gulf which we must cross to enter those realms beyond where spirit and thought are the substance of reality. But these names suggest a peaceful, static nature. A quiescence and patience that belies its nature.
The space between does not exist quietly or push intruders out mildly. It is an ever flowing river, stygian and boreal. It is the Hedge with grasping branches and cutting thorns. It is the Maelstrom and the Tempest; the storm unending and unforgiving without shelter or surcease. A Labyrinth of paths twisting, uncountable, and ever shifting.
It is the Gauntlet; the way that tests and tries those who seek to pass.
<<set _sigil to "network">>\
You stand on a vast plane of hard yellow dirt, cracked and dry with only a few sallow weeds. As far as you can see the only major features of the landscape are obolisks of black and grey. Pylons thrust upward from the earth at irregular intervals, reaching towards a wan and sickly sky filled with roiling clouds. As the wind scours the plain you watch bolts of light and lightning arc between the pillars.
You realize you are standing within a small ring of the obolisks, the thin dirt obscuring a circle of flagstones.
To one side of the ring is a [[door|network gate return]], which seems like one piece, but a moment's looking shows it's made from yellowing strands and threads bound together. Layers of Nets and webs woven into one another until they create a solid structure.
Opposite the door, you can make out rows of regularly spaced pillars marking a [[road into the wastes|network wastes]] to the north.
To one side a [[pavilion|mage tent]] of heavy, tan leather has been erected in the lee side of one of the obolisks.
Low in the [[east|LLC fields]], the light on the horizon shifts to an orange hue. Simlarly, to the [[west|Network cliff]] it shifts toward green. <<set _sigil to "transport">>\
You stand on a small grass-covered island. Looking about you see other similar chunks of rock and dirt floating in the air about you. Some are small, little more than stepping stones, others are large enough to have clusters of trees and underbrush forming real ecosystems. All are covered with lush growth, branches and vines reaching from one to another to bind them together in long chains.
At the edge of your isle you see a gathering of strange figures standing before a collection of [[doors|port number lists]].
Looking over the edge you see a giant [[heart|TCP-IP model]] far below, beating. You watch it pulse slowly, moving the life blood of the astral realms.
Floating between the isles is an [[airship|Transport ship]].
[[transport layer concepts]]
[[transport routing protocols]]
[[Transport segment]]
On this isle is the [[door|transport gate return]] back to the tower.
You see something glittering [[blue|transport session edge]] far above.<<set _sigil to "session">>\
You find yourself standing on a floor of transparent blue. The walls of the chamber are fascited, as if you stand within an enormous sapphire.
To one side of the chamber stands a small, magical [[dome|enchanter dome]]. Its surface appears dark and foggy, threads and streams of blue twisting and weaving through its surface. Before it sits a spinning wheel and loom to either side of a shimmering portal that appears to give entrance.
Around the edge of the gem are several portals of different types.
Next to a [[crystaline gate|session socket]] stands a stern guardian.
An [[open archway|Session edge]] through which you see a tiny, grassy ledge.
A [[mist-filled threshold|session into presentation]] filters a violet light.
What looks like a relatively mundane [[door|session gate return]] that leads back to the tower.
Continuous exchange of information in the form of multiple back-and-forth transmissions between two nodes.
Session checkpointing and recovery. It allows information of different streams, perhaps originating from different sources, to be properly combined or synchronized. Projection, astral tether.
Enjoy a cookie.
TCP vs UDP
Links vs Weaving
boomerang v arrow
UDP: Interwoven Data Streams
It allows information of different streams, perhaps originating from different sources, to be properly combined or synchronized.
Norns
<<set _sigil to "presentation">>\
<<if $invoke is "third eye">>\
See beyond illusion with the gift of second sight, disbelieve the mirage of imprisonment.
You stand on a crossroads in a well lit forest. The trees are tall, but have thin trunks and are wide spaced. While the canopy shades you from the sun the effect is illuminate all in a lavender glow.
<<display "ravenflight">>\
One path leads from the [[door|presentation gate return]] back to the tower which stands nearby off [[into the woods|presentation temple intro]].
Through the trees you see a the cross path head towards a [[blue shimmer|presentation into session]] in one direction and a [[steady white light|presentation into application]] in the other.
<<elseif $invoke is "presentation" or $invoke is "Presentation">>\
You stand in the underbrush of an ancient forest. There is no path among the giant trunks, and the little light filtering down through the canopy overhead is broken and subdued to a deep violet. It is a realm of shadow and night that leaving you feeling closed in and claustrophobic even though there are no walls.
<<display "ravenflight">>\
Nearby is the [[door|presentation gate return]] back to the tower.
[[Wander blindly.|Presentation intro][$invoke to ""]]
<<else>>\
You stand in the underbrush of an ancient forest. There is no path among the giant trunks, and the little light filtering down through the canopy overhead is broken and subdued to a deep violet. It is a realm of shadow and night that leaving you feeling closed in and claustrophobic even though there are no walls.
<<display "ravenflight">>\
<<display "lost">>\
<<endif>>\<<set _sigil to "application">>\
<<if previous() is "application palace" or previous() is "correspondence point Application ext">>\
You wander about the featureless plane.
<<else>>\
You find yourself in a boundless space, blank emptiness filled with possibility and inviting creation.
The cold and exposure of this empty realm may be harsh for those unprepared, but for those with the tools and will it is possible to rewrite the fundamental laws of reality.
<<endif>>\
The only landmarks you can see here are the [[gate of the tower|application gate return]] nearby and a spectral palace in the distance.
As you move about you feel a strange disorientation. Trying to walk straight between them takes the effort of climbing up a mountain and brings an increase in pressure like diving ever deeper under water. Moving along a curve in either direction keeps the pressure neutral, and looks like it will bring you around to the [[castle|application palace]]. Or you can walk [[towards|correspondence point Application ext]] or [[away|application into presentation]] from the center of pressure.
<<set _sigil to "physical">>\
As you look down the ravine you can't help but see it as a bounded path. Like a physical cable or wire, constraining the direction of travel you can take. If you came to a junction between ravines it would act like a switch, providing you options, but still limiting your choices to those specific directions.
The plains below you, however, is like an unbounded medium. Wireless technologies like wifi or bluetooth go in any and, often, every direction to the limit of their strength. Like a wireless signal, it's only the objects in your path that will slow and eventually exhaust you, rather than being immutable barriers.
[[Shake yourself from this reverie.|physical path]]You stand in a small alcove. On the wall are two doorway shaped buttons, each with a pictograph.
<center><a href="javascript:void(0)" data-passage="USB"><img src="http://resources.technomancer.info/Images/localhost/hardware/usb-symbol w.png" width="91" title=""></a> \
<a href="javascript:void(0)" data-passage="Super I/O"><img src="http://resources.technomancer.info/Images/localhost/hardware/keyboard mouse.png" height="91" title=""></a>
One has a strange [[trident|USB]]. - The other a [[group of circles and squares|Super I/O]].</center>
input/output
interfaces
illumination and investiture
[[Step back.|crystal dome shelves]]
<<unset $motherboard_entry>>\<<set _sigil to "physical">>\
You find yourself at the edge between some woods and open plains leading up onto [[foothills|physical path]].
As you peer into the woods, you start to make out markings for several trails among the trees. One path is marked with a [[pair of vines twisted together|twisted pair]]. Another path has [[long, hair-like fibers|fiber]] that flutter in the breeze.
wiring forest
stat mnemonics
Tx – Twisted Pair (CAT)
T1 – 1.544 Mbps, 654’ max UTP/STP/Coax
T3 - 44.736 Mbps, 450’ max, coax
Fx – Fiber
Cx – Coax
Sx – Fiber (short)
Lx – Fiber (long)
E – Fiber (ex-long)
E1 – 2.048 Mbps, 650’ max, UTP/STP/Coax
E3 – 34.368 Mbps, 450’ max, coax
Time Domain Reflectometer (TDR) determines cable length.
<<set _sigil to "physical">>\
Pulses of energy, light or electricity, make up the bits of data. Each moment there's a presence or absence of a pulse, indicating the a 1 or a 0. As the bits tumble about you their collisions annhiliate many of them. Tumbling into one another, other objects, or the barriers of the space.
[[More.|technical bit]]
[[Look away from the flying bits about you.|Physical intro]]
<<set _sigil to "data link">>\
<<unset $frame_enter>>\
[[physical bits]]
[[Network packet]]
[[MAC Frames]] <<set _sigil to "network">>\
[[data link frame]]
[[Network intro]]
[[Transport segment]]<<set _sigil to "transport">>\
[[Network packet]]
[[Transport intro]] <<set _sigil to "physical">>\
A counting system made of ones and zeros.
The bit is a basic unit of information in computing and digital communications and storage. The name is a portmanteau of binary digit. The bit represents a logical state with one of two possible values. These values are most commonly represented as either "1" or "0", but other representations such as true/false, yes/no, +/−, or on/off are common.
[[physical intro bits]]
[[Binary]]
Electrical voltage (on copper wiring) or light (carried via fiber-optic cabling) can represent these 1s and 0s. For example, the presence or the absence of voltage on a wire portrays a binary 1 or a binary 0, respectively. This type of approach is called current state modulation. An alternate approach to portraying binary data is state transition modulation, where the transition between voltages or the presence of light shows a binary value.<<set _sigil to "physical">>\
You sit, facing the [[statue|red statue]]. Contemplating its meaning.
Like the root chakra sits at the base of your torso, this chamber sits at the base of the tower. Rub your fingers together, focus on that sensation of touch. The feel of your fingers sliding across one another. The texture of skin against skin grounding you to the base and basic; the base matter that can be seen, touched, and manipulated.
<<textbox "$invoke" "" "physical gate">>
<<if $invoke is "physical">>\
[[Doorway.|physical gate]]
<<endif>>\
<<if hasVisited('data link meditation')>>\
[[Move up through the chakras.|data link projection]]
<<endif>>\
[[Step away.|red]]<<set _sigil to "data link">>\
You touch a couple fingers to your navel, or frame it with your hands, possibly mirroring the mudra of the [[statue|orange statue]].
You slide your focus on through your belly button. Where every mortal was once connected to their mother becomes the axis mundi, a gateway and link from the vulgar to the transcendent, the portal passed through as you take your first small step away from the surface world, shedding just that outer layer of physicality.
Here you find a place where you start to discard everyday recognition of basic things. Losing track of the skin for the structures underneath. But this is where those forms are given structure and meaning; the structure provided by muscles and bones that lets your body move through the physical.
As you move into this layer we're not moving inward into the body so much as away from the surface understanding of the strictly physical.
<<textbox "$invoke" "" "link gate">>
<<if $invoke is "Data Link">>\
[[link gate]]
<<endif>>\
[[Step away.|orange]]<<set _sigil to "network">>\
You touch your solar plexus, finding the V where your ribs come together. You take breaths in through your lungs, but it's the diaphragm that anchors here which drives their motion; its expansions and contractions that draw air in and push it out.
Perhaps you mimic the mudra of the [[statue|yellow statue]], placing the tips of your thumb, index finger, and ring finger together, then extending the other two fingers in a relaxed way, and bring your hands to the base of your ribs.
You still yourself and take a breath. As the air invigorates your body feel the lightning course through it. What you focus on should not be sensation of the external, the physical brush of skin against itself and the world, but the existence of your mind’s connection to yourself; the millions of tiny neurons spanning through space.
<<textbox "$invoke" "" "network gate">>
<<if $invoke is "Network">>\
[[network gate]]
<<endif>>\
[[Step away.|yellow]]
<<set _sigil to "transport">>\
Hold your fingertips to your chest and feel the rhythm pulsing from your core. Perhaps you copy the [[statue|green statue]], making a mudra with your other hand.
Your hand on your chest feels the rhythm pulsing from your core. Feel the beat of your heart drive blood around your body. Everywhere the network of your nerves reaches, these thicker lines of your veins and arteries also run. They provide a constant flow of nourishment to all the extremities our thoughts reach.
<<textbox "$invoke" "" "transport gate">>
<<if $invoke is "Transport">>\
[[transport gate]]
<<endif>>\
[[Step away.|green]]<<set _sigil to "session">>\
You sit, facing the [[statue|blue statue]]. Contemplating its meaning.
Lift your head slightly and feel your vocal cords at your throat. The seat of speech and, through conversation, connection between our physical form and the shared universe beyond.
<<textbox "$invoke" "" "session gate">>
<<if $invoke is "Session">>\
[[session gate]]
<<endif>>\
[[Step away.|blue]]<<set _sigil to "presentation">>\
You touch your fingertips to the center your forehead, just above the bridge of your nose.
Your other hand may form a mudra with the tips of your thumb and index finger together as you extend the other fingers.
With inner sight that you may pierce the veil and perceive that which exists in the astral and etherial domains.
<<textbox "$invoke" "" "presentation gate">>
<<if $invoke is "Presentation">>\
[[presentation gate]]
<<endif>>\
[[Step away.|violet]]<<set _sigil to "application">>\
You sit, facing the [[statue|white statue]]. Contemplating its meaning.
You may touch the top of your head or you might interlace your fingers before you, extend your little fingers and thumbs, each touching it's opposite.
Either way, imagine a white light extending forth like a halo, or a thousand petaled lotus opening from the crown of your head. That white light is the portal of thought as action, the astral threshold and digital window. Each petal of the lotus one of the many programs and possibilities that exist to manipulate this reality.
<<textbox "$invoke" "" "application gate">>
<<if $invoke is "application">>\
[[application gate]]
<<endif>>\
[[Step away.|white]]<<set _sigil to "physical">>\
Workings at the physical layer are of a visceral nature; magics of the material world. That which can be touched and worked, made and handled, and always felt. Work in the physical domain is less about computer science than electrical engineering. It is worked through physical toil. The forging of objects is the crafting of channels of raw quintessence through base substances to create the talismans that define this age. Such work is to sweat and labor over fine wires and great constructions, masters of the art have bled and burned to perfect the most arcane aspects of the craft, and our handiworks are the tools upon which all other “higher” arts are built. The greatest practices of this art span this shallow Earth and chip away at the very boundaries between worlds.
[[Shake yourself from this reverie.|Physical intro]]<<set _sigil to "physical">>\
Artificer and artisan
Shaman of the Magic Smoke.
We are practitioners of the first tradition from which all others are descended. Ours are the foundations upon which the mystic world is built. We are the root of the tree and the cornerstone of the tower. We called forth the first avatars of this age, those ancients born of the fires of creation when the dreamlands you know so well were still faint glimmers walled away from a thinner reality, not yet haunted by the broods of phantasmal enchiridions that are the legacy of the first great spirits.
The color of our tradition is red, the color of passion and blood, for ours is a visceral magic; a practice of the material world, that which can be touched and worked, made and handled, and always felt. It is worked through physical toil; the forging of objects and crafting channels of raw quintessence through base substances to create the talismans that define this age. Our work is to sweat and labor over fine wires and great construction, our masters have bled and burned to perfect the most arcane aspects of our craft, and the tools upon which all other magicians’ crafts are built are our handiworks. The greatest practitioners of other arts have wrought demenses in aetherial spaces barely compassed by lesser mortals, but our ultimate creations span this hollow world and chip away at the very boundaries between.
In these times we use rare earths and crystalline structures to craft chains for countless broods of spirits within simple trinkets. In our earliest days we condensed the raw fires of creation into jars of water. Later, we began to weave strands of metal into great nets in efforts to capture that empyrean air for the transmission of simple messages to distant places, then to build amulets of metal which might fan that enlivened essence we had bound. We then learned to turn mortal fire into divine quintessence in arcane furnaces, then to use that to bring light to the darkness. As we did so, we learned our objects of power exuded influence over their environment even as we used them, and how we might turn that radiance to our own purposes.
There are those who will tell you that the height of our power came before the first summoning of the great spirits. They will tell you the moment which we called those ancients forth was the death knell of our practice and all since has been its slow decline. I will tell you instead that was the moment when we finally made good on the promise made to our traditions by the still more ancient practices of alchemy and artifice from which our legacy is descended. Since that great day we have refined the tools with which we work until they were artifacts of power beyond the imagination of our forebears. We have replaced our simple nets with threads of moonlight and fields of lightning that wrap this sphere, binding it more tightly to those realms of elemental power and intellect that were once hidden within the folds of space and time. Our shining ley lines serve as paths soaked in the iridescent ichor of the worlds they are carved between and as bridges to bind them together like bands of cold steel.
The Great Work is, before all things, the creation of man by himself, that is to say, the full and entire conquest of his faculties and his future; it is especially the perfect emancipation of his will.
-Eliphas Levi
The Great Work is the uniting of opposites. It may mean the uniting of the soul with God, of the microcosm with the macrocosm, of the female with the male, of the ego with the non-ego.
-Aleister Crowley, Magick Without Tears
The world before our discovery of quintessence was a shallow, hollow thing. With our explorations of the shadow worlds, the planes ethereal and astral, we have discovered depths unknown and, as yet, unfathomed.
These umbral lands remain separate, walled away. This is our Great Work; that the lines we have built between this world and those should cut so deeply into the wall of worlds that the boundary between should vanish and its mightiest points be mere tatters in the transcendental winds.
[[Step away.|shaman house]]<<set _sigil to "ip">>\
You find yourself floating, weightless. Nothing pulls or pushes at you, and the greatest sensation you experience are waves of soothing energy washing over you.
In one direction, above you perhaps, is a green portal in what appears from here to be the top of a giant emerald. Opposite that is a heart. You realize the heart below you is your own.
In the distance you can see your other chakras. They shine like distant suns or close stars here. In one direction are great balls of red, orange, and yellow energy streatching away from you. In the other direction you can see the blue, violet, and white chakras.
You contemplate the yellow point of your solar plexus and the green point at your heart. Slowly your awareness of the other points fade from your consciousness. You find yourself looking down upon your lungs and heart floating in space. Beating and breathing gently without any thought or intent.
Your lungs draw in breaths of air, which will enliven the Network of synapses throughout your body. That Internal network linking all the different parts of your body, making them a single, coherent whole with its unifying Protocol.
Your heart beats. Taking in, refreshing, and sending out the blood which transports everything your body needs. The steady beat of your heart its own [[Protocol, Controlling the Transmission|TCP-IP protocol]] of these life-giving nutrients.
As you continue to watch your heart, the green of the chakra recedes in your awareness as you contemplate the physical form, and you note that the four chambers have their own colors.
[[Move forward.|TCPIP start phys]]
<<if previous() is "Transport cliff" or previous() is "transport layer concepts">>\
<<set $tcpip_enter to previous()>>\
<<elseif previous() is "Network cliff">>\
<<set $tcpip_enter to previous()>>\
<<elseif previous() is "IPv6local">>\
<<set $tcpip_enter to previous()>>\
<<elseif previous() is "correspondence point int">>\
<<set $tcpip_enter to previous()>>\
<<endif>>\
<<if $tcpip_enter>>\
[[Move back.|$tcpip_enter]]
<<else>>\
[[Look away.|start crossroad]]
<<endif>>\
<<set _sigil to "physical">>\
You find yourself drawn towards the blood rushing into it and, with a stab of pain, you enter that red flow. Pulled and pushed by its rush you find yourself moving [[forward|TCPIP application]].<<set _sigil to "application">>\
You find yourself thrust from the tumbling rush into a large chamber.
Snowflakes float in the air and cover the ground in a white blanket. Stars are strewn above, and indistinct light refracts through the crystals in the air bathing the room in a soft, colorless illumination. The cold of the room turns breath into pale clouds as they look around at snow piles against walls and corners.
In the center of the room is a statue of a woman full of lightness and grace. She balances upon a single foot as if dancing or about to take flight, but her gaze is upon you. Her right hand holds a lotus carved from diamond above her head. The petals drawing in the light in the air, splitting and reforming it into a brilliant white crown for her. Her left holds a spherical astrolabe out towards you, as if to gift you all the [[Applications|tcpip application sections]] of knowledge she has drawn from the very air.
She is of the royalty of the Sidhe; the queen of air and winter. The light of her domain shines down through the thin, crystalline air upon the crown of your head. Possibility is boundless in this space, blank emptiness invites creation. The cold and exposure is harsh for those unprepared, but for those with the tools and will it is possible to rewrite the fundamental laws of reality.
To your left you see a [[doorway|TCPIP Transport]]. It spills a subtle green light as vines crawl from it. The vegetation withers in the winter’s cold, but at the edges of the doorway you see a fluttering verdant life beyond.
<<set _sigil to "transport">>\
Passing through the [[doorway|TCPIP application]] you find yourself standing in the burgeoning warmth of spring. There is grass on the ground, the walls are crowded with ivy, and the bows of a great tree spread overhead, filling the space with Green life. The light is soft and warm like dawn and the air heavy, as if between rains.
In the center of the room stands the statue of another woman. Her clothes and hair have the look of being slicked with water, without the weight of being truly sodden. As if the queen of spring and sea were exhilarated by a swim, or had danced in the rain for the joy of it. As she looks at you she holds a large emerald before her heart with her right hand while her left hand holds a jar, pouring out water.
A set of pools caught behind short stone walls, all empty into the same a small pond at her feet through a series of little gates. On that pool a small fleet of numbered toy galleons sail between tiny docks arrayed around its edges. The largest pool also has an outlet, releasing a small stream which flows away and off through another gateway to the left. A leaf has fallen into this rivulet and is caught, being [[Transported|green]] away.
In the side of one of the pools is a gap made by small [[Segments|TCPIP Transport segment]] of the retaining wall which has come away as a collection of stones and mortar. You can see the edges of a packet embedded within.
Through a [[gateway|TCPIP Network]] to your right you can see sunlight leaking through the vegetation nearest it, but harsh and yellow in its brightness.<<set _sigil to "network">>\
As you step through this [[portal|TCPIP Transport]] you find yourself between a bright, noontime sun and dried beige dust, splitting and cracking into interlinked [[Networks|yellow]]. Occasional stalks of ripened grass only add further yellow to the scene, and a place for spiders to spin their webs in search of deliveries.
In the middle of the room stands the statue of a man. The passion and fire in the face of the lord of summer and fire is almost overwhelming, even with his attention turned away. You note that his right hand holds a large citrine near his diaphragm, and his left holds a chain net. The mesh of metal extends out and into the sand around him, and each place it touches is the foot of a path beaten into the dirt and heading off in a different direction, most ending in closed gates. Small dust devils drag scraps and leaves along these paths.
In the sand nearby is a small parcel or [[Packet|TCPIP Network packet]], surrounded by stone and mortar fallen away from it. On the wrapping you can see a long faded address, telling you where it was meant to go.
To the right, one of the [[gates|TCPIP Link]] remains open, showing dimmer orange landscape beyond.
<<set _sigil to "data link">>\
As you pass through the [[doorway|TCPIP Network]] you find yourself in a room that has cooled with the shift from summer to autumn. The space seems close, a dell between hills foothills. The floor of the space is covered with leaves fallen from a tree that spreads overhead. Their brilliant colors enhance the overall Orange cast; that of the passing season’s fading light.
Again, the center is a statue; the king of earth and autumn is a solid man clad in thick armor made from copper rent from the depths of his domain. With his right hand, he holds a fire opal to his belly, while his left he holds out a chain made from large [[Links|orange]]. His gaze follows his extended arm towards a [[portal|TCPIP Physical]] that sheds a deep, ruddy light.
On the ground near the archway is a package torn open with a small copper [[Frame|TCPIP data link frame]] inside.
<<if previous() is "data link intro">>\
<<set $tcpip_enter to previous()>>\
<<endif>>\<<set _sigil to "physical">>\
You find yourself at an archway with a stout door. It carries a bar set into it but stands slightly ajar. These are heavy, [[Physical|red]] things with apparent mass and weight. Carved into the wood of the door is the form of a human heart and the keystone bears a sigil.
On the ground, leaning against the archway, is a frame, still partially wrapped in packaging that has been ripped away. The frame and packaging are splintering, tearing themselves into tiny [[Bits|TCPIP physical bits]]- red things that look like blood cells, but do not fall to the ground as you expect, but are swept away on their own wind through the gap in the door.
[[Step back|TCPIP Link]]
[[Step through|TCP-IP model]]
<<if previous() is "physical">>\
<<set $tcpip_enter to previous()>>\
<<endif>>\<<set _sigil to "ip">>\
The Internet protocol suite is the conceptual model and set of communications protocols used in the Internet and similar computer networks. It is commonly known as TCP/IP because the foundational protocols in the suite are the Transmission Control Protocol (TCP) and the Internet Protocol (IP). During its development, versions of it were known as the Department of Defense (DoD) model because the development of the networking method was funded by the United States Department of Defense through DARPA.
The Internet protocol suite predates the OSI model, which is a more comprehensive reference framework for general networking systems.
Various versions of the TCP/IP model are described as having four or five layers. The main difference often being whether the Physical layer, or an equivilant, is counted. Otherwise naming conventions may differ ("Link" versus "Data Link" versus "Network Access" or "Network Interface") without substantial distinction.
[[Shake yourself from this reverie.|TCP-IP model]]<<set _sigil to "physical">>\
You stand atop a steep staircase cut into the side of a deep ravine. Before you is a building made of massive plinths of red stone. Monoliths and meinheirs set against one another to make something that feels nearly like a cave.
The door to the structure stands open, and warm welcoming light spills out.
[[Enter.|inside shaman house]]
[[Go down the steps.|Physical intro]]<<set _sigil to "transport">>\
He wears long green robes from a high collar to his feet. He has a hat of rolled cloth of the deepest jade color. His single adornment is a necklace with a large emerald surrounded by arrows of jade that sits over his heart.
Segmentation, messaging, sending forth, flow control, circulation.
tele- combining form prefix: to or at a distance. "telekinesis“
early 18th century (as thaumaturg ): via medieval Latin from Greek thaumatourgos, from thauma ‘marvel’ + -ergos ‘-working.’
We are Telemurges,
Those who ignore the space between
Reaching beyond our physical grasp to work wonders
Physical the media, the sea on which we sail.
Data Link the shipping lanes, our invisible trail.
Network maps the ports of call, trader towns along the way.
Transmission is the shipping docks, when we decide to stay.
Session is the our given wharf, numbered and named.
Presentation those great warehouses, where cargo is sorted all the same.
Application is that final stop, shopfront or trader’s store;
Where agents decide what to trade and what to ship aboard.
[[Step away.|Transport ship]]<<set _sigil to "transport">>\
[[TCPIP Transport]]
[[Transport segment]]<<set _sigil to "network">>\
[[TCPIP Network]]
[[Network packet]] <<set _sigil to "data link">>\
[[TCPIP Link]]
[[data link frame]]<<set _sigil to "physical">>\
[[TCPIP Physical]]
[[physical bits]]<<set _sigil to "physical">>\
You stand inside a structure built from massive slabs of reddish stone. The first floor is a single, open space that feels enormous even as the weight of the construction presses in on your awareness. There is a feeling of being in a cavern rather than a constructed structure.
But, a home it is. Furnature is scattered about making defined areas and sets of steps lead to up to a second floor. To one side is a [[small table|physical altar]] with small items and hangings.
At one end of the space is a a work area built around a furnace and forge where a [[figure|physical shaman intro]] is working. The figure stops and looks up as you enter. Next to the furnature they seem typically sized. But, after a moment, you realize how much taller and broader than you they are.
[[Leave|shaman house]]<<set _sigil to "physical">>\
As you approach the figure you're overwhelmed by their sheer size. They are taller than you by nearly a foot and broader of shoulder by a similar amount. Their features are concealed by a mask and goggles, long coat of heavy leather buttoned up the side, and thick gloves. But, seeing you approach they begin to remove their protective gear. When she sheds the mask, gloves, and coat she is lightly clad in the house's heat.
"Greetings."
[[discussion notes|shaman notes]]
[[tempest]]
[[Step away.|inside shaman house]]<<set _sigil to "physical">>\
<img src="http://resources.technomancer.info/Images/Layers/1 Physical/spider phys r.png" align="right" width="250">
The physical is one of the [[media|media etherial]] layers. The [[etherial|media etherial]] nearer reaches of the [[transcendental realms|transcendental realms]].
[[Look at something else.|physical altar]]
[[Step away.|inside shaman house]]<<set _sigil to "physical">>\
<center><img src="http://resources.technomancer.info/Images/Layers/1 Physical/1 Star_of_Chaos r.png" width="250"></center>
The physical domain is the realm of raw fields; electromagnetic, luminal, sonic, or other media. This domain is a sea of particles filled with raging waves of <b>power</b> and <i>noise</i>. Broadcasts and transmissions, whether communication or clamor, roar out over whatever media, to be recieved or annihilated as the fates will.
[[Look at something else.|physical altar]]
[[Step away.|inside shaman house]]<img src="http://resources.technomancer.info/Images/Layers/1 Physical/spider phys r.png" align="left" width="250"><img src="http://resources.technomancer.info/Images/Layers/2 Data link/spider dl o.png" align="center" width="250"><img src="http://resources.technomancer.info/Images/Layers/3 Network/spider net y.png" align="right" width="250">
The lower three layers – Network, [[Data Link|data link etherial media]] and [[Physical|physical etherial media]] -- are called the media layers. The media layers are responsible for seeing that the information arrives at the destination for which it was intended.
These parts of the [[transcendental realms]] are associated with the elements of Earth and Fire. Etherial domains exist within the web of ley lines that cross the mundane sphere. Truly a shadow of our own world, these umbral realms are still splintered, fractious, and unstable, and more than one may occupy the same physical space.
We are all familiar with the four dimensions of the physical world, including that eternal tumbling fall we take through time.
The worlds of shadow and realms transcendent that exist instead behind the air and below the earth.
[[Etherial|media etherial]]; The lower three layers – Network, Data Link and Physical -- are called the media layers. The media layers are responsible for seeing that the information does indeed arrive at the destination for which it was intended.
[[Astral|host astral]]; The upper four layers, Application, Presentation, Session, and Transport, are called the Host layers and are responsible for accurate data delivery between computers. The tasks or functions of these upper four layers must “interoperate” with the corresponding layers in the system being communicated with.
"Trancendental means something is 'of or related to a spiritual or nonphysical realm.' For the technomancer, it's something related to the [[aether|med aether]] or [[shadow worlds|mast shadow worlds]] in some way. The transcendental is most easily thought of by contrast to the [[vulgar|med vulgar]]."
The mechanist smirks into the box.
"In vulgar terms, the central processing unit, the brain of a computer is simply a rock. In trancendental terms, it's a rock that's able to 'think.' Not to oversimplify, we've had to flatten it, put lightning, or aether, inside, and trick it to do so... but it's still more than a vulgar discription of it as a hunk of highly machined silicate would indicate."
Astral; The upper four layers, Application, Presentation, Session, and Transport, are called the Host layers and are responsible for accurate data delivery between computers. The tasks or functions of these upper four layers must “interoperate” with the upper four layers in the system being communicated with.
Associated with water and air, these less physical realms exist within the folds of time and space contained by the mightiest of arcane constructs. These spaces are home to the great broods of spirits and majestic demesnes created by those of the dweomercraft of those most connected to them.
Etherial; The lower three layers – Network, Data Link and Physical -- are called the media layers. The media layers are responsible for seeing that the information does indeed arrive at the destination for which it was intended.
Associated with the elements of Earth and Fire, these domains exist within the web of ley lines that cross the mundane sphere. Most truly a shadow world, these umbral realms are still splintered, fractious, and unstable, and more than one may occupy the same physical space.
[[mast mythic and arcane]]
"Inception for the [[technomancer|med mancy]] is gaining an understanding of [[the occulted methods of technology and the arcana of reality|med mythic and arcane]].
"It might seem obvious that this would be the first of the three steps, but if you are here it's far more likely your [[arcane will|arcane will]] started with developing your [[illumination.|med illuminate]] and [[investiture.|med invest]].
"<i>To have wisdom you must have knowledge.</i>
"<i>To have knowledge you must have information.</i>
"<i>The arts of the technomancer are arcane and occulted. Inception is the gaining of information, knowledge, and, ultimately, understanding, also called wisdom.</i>
"<i>The first step to arrive at wisdom is to realize how little you know and to seek greater knowledge of both occulted technology and metaphysical arcana.</i>
"The [[mentalist|mentalist]] can help you understand this process. It is the purpose of this entire place; to lay the foundations of thought processes while building memory aids. It is the cornerstone for many of the benefits of technomancy.
"Explore. Wander. Learn."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Illumination is the ability to perceive the separate shadows and actuality. In many ways illumination is a bridge between [[inception|med inception]] and [[investiture|med invest]], making this both a critical and less emphasized portion of the [[arcane will|arcane will]]
"Much of what [[technomancers|med mancy]] do is work with things that are not just unseen but, in any useful sense, unseeable. So, we require ways to percieve the things we otherwise simply visualize and conceptualize.
"There are various ways to open the [[Third Eye|med chakra]], also known as gaining Spirit Vision, Arcane Sight, or Wizard's Sight. The ability to perceive the occulted is to pierce the [[veil|med wall]] of obfuscation to see the [[etherial|aether]] realities and [[shadow worlds|med shadow worlds]], including auras, spirits, and other features of the [[arcane|med mythic and arcane]].
"Generally technomancers will combine illumination with investiture. Generally, because the same tools are used manipulate as well as to percieve that which is beyond the veil. For example, the dark or clouded mirror into which so many people peer to see their fictions and entertainmets... I assume you percieve our interaction right now by peering through such a device, what you might discribe as a screen. But also through using devices to perceive that which would otherwise remain unseen, something a [[techno-mage|med techno-magic]] might try to forgo."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Mortal hands cannot normally touch constructs of [[aether|aether]]... Most people can't personally, physically grasp electricity, magnitism, or light physically, the mix of things [[technomancers|med mancy]] describe collectively as 'aether.' At least not in any useful way.
"As a result any would-be technomancer has to build, buy, or otherwise gain devices and programs to act as an intermediary. Mechanisms and forms that can [[reach beyond the vulgar|med wall]].
"Any act which increases your ability to do this is a [[rite|med rite]] of investiture, improving your [[arcane will]]. The [[Great Works|med great rite]] serve to do this on the scale of civilizations.
"Often these tools are also used to [[percieve|med illuminate]] as well as manipulate that which is beyond the [[veil|med wall]], otherwise a technomancers is left to [[imagine|med inception]]."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Ritual teaches, science is implementation.
"Remember the words of Robert Heinlein, <i>'One man's "magic" is another man's engineering. "Supernatural" is a null word.'</i>
"Humans have been exploring and conceptualizing the world longer than we've been recording it. The bagdad battery suggests electric power in ancient egypt. It probably shouldn't surprise anyone that there's parallels between the ways ancient religions envision the world and the things technicians are building today."
"Call yourself one."Double-click this passage to edit it.Double-click this passage to edit it.<<set _sigil to "transport">>\
To one side is a [[small table|transport altar]] with small items and hangings.
[[telemurge]]
[[Step away.|Transport intro]]<img src="http://resources.technomancer.info/Images/Layers/Utilities/Astral hang.png" align="right">\The upper four layers, [[Application|application host astral]], [[Presentation|presentation host astral]], [[Session|session host astral]], and [[Transport|transport host astral]], are called the Host layers and are responsible for accurate data delivery between computers.
These farther reaches of the [[transcendental realms]] are associated with water and air where the ties with material space are less important than the shadow realms' own abstract maps. These less physical realms that exist within the folds of time and space contained by the mightiest of arcane constructs that are home to the great broods of spirits and majestic demesnes created by the dweomercraft of those most connected to them.<<set _sigil to "transport">>\
<img src="http://resources.technomancer.info/Images/Layers/Utilities/Astral hang.png" align="left">\
Transport is one of the [[host or astral|host astral]] layers. These are the farther reaches of the [[transcendental realms|transcendental realms]], where the associations with material space are less important than the shadow realms' own abstract maps.
[[Look at something else.|transport altar]]
[[Step away.|Transport ship]]"The three things Arthur C. Clark said which have come to be known as his Laws are;
"First, when a distinguished but elderly scientist states that something is possible, he is almost certainly right. When he states that something is impossible, he is very probably wrong.
"Second, the only way of discovering the limits of the possible is to venture a little way past them into the impossible.
"Third, any sufficiently advanced technology is indistinguishable from magic."
"People have been trying to predict the advancement of society and technology for ages. From scholars to science fiction writers. A survey of such greats as Jules Verne and Orson Wells will show that their successes have been mixed. Missing the mark as often on how as what.
"But popular fiction predicting future technology is right as often as it is because, in the words of Jules Verne, <i>'Anything one man can imagine, other men can make real.'</i> Science fiction has often becomes the signpost and inspiration for where the next generation of scientists and technicians would search.
"In the last generation we've seen many of the personal devices from the 'far future' of Star Trek become mass market successes and common parts of our life. Even the Warp Drive, which we currently understand to break fundimental laws of the universe, sounds a lot like the Alcubierre drive being researched.
"One of the tasks of technicians at our best is to not only understand technology as it exists, or [[has existed|obsolete]], but to partake in an activity sometimes called '[[futurism|mech futurism]].' The postulation of the possible and prediction of the probable. That's part of the point of [[Technomancy|mech mancy]]. To help pursue the [[hacker ethos|hacker ethos]] get past the present and into the desirable."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
Double-click this passage to edit it."Something occulted is literally something hidden behind another thing. Esoteric and arcane simply mean understood by few. From these definitions of being beyond the range of ordinary knowledge or experience we have come to give these synonyms for mysterious and secret connotations and overtones of <i>'supernatural,' 'mystical,' and 'magical.'</i>
"But, in their most pure meanings they are equally applicable to any highly technical knowledge.
"Technomancy pushes this further, using [[Argot Supernal argot|mech supernal]] as a method to reference shadow worlds and our relationship to them for utility. Meanwhile, contrasting this with [[vulgar argot|mech vulgar]] and [[yog-sothothery|mech yog-sothothery]].
The goal in contrasting the two is to get a common language that allows the technological wonders of the modern age to be discussed without immediately being bogged down in the trivia and technical details.
"The result is the [[Argot Supernal|med supernal]], a method to reference technological wonders achieved through the [[shadow worlds|mast shadow worlds]] and our relationship to them.
"A secondary benefit is the contrast with [[vulgar argot|med vulgar]] and [[yog-sothothery|med yog-sothothery]]."Double-click this passage to edit it.Double-click this passage to edit it.
"Clarke's three laws have some fairly specific things to say about what is possible. Not least of which is; be very careful what you say is impossible. And that's part of the point of Technomancy. <i>'Dare to dream bigger'</i>
"One of the ways that Technomancy does this is by abstracting technical realities into their magical appearances, including referencing shadow worlds.
"But the thing to remember when doing this is that people don't go to séances, mediums, or shamans because they want to talk to arbitrary spirits about random stuff. They want things for this world that is only available from outside the 'natural order.'
"Perhaps someone is communing with the ghostly realms to gain information about this world. Perhaps their efforts are to get back something taken from this world, such as friends, family, comfort. Often, and this is the core of most mythology, they believe something in that world can effect change back into this world.
"But, things that effect only the 'worlds beyond,' via those worlds beyond, and do so for their own sake are 'entertainments, diversions, cantrips, and other lesser charms. The first flailing of practitioners in an art that has yet to understand the possibilities and powers of their new truth.'
"This world is the reality everyone shares. While there are those who think the great work will someday change that. For now, remember this world is what matters."
"Moore's law is named after Gordon Moore, the co-founder of Fairchild Semiconductor and Intel and is considered one of the great examples of inevitable [[obsolescence|obsolete]] in technology.
"In 1965 he wrote a paper observing that the number of transistors in a dense integrated circuit doubled approximately every year, and projected this rate of growth would continue for at least another decade. In 1975, looking forward to the next decade, he revised the forecast to doubling every two years.
"The period is often quoted as 18 months because of Intel executive David House, who predicted that chip <i>performance</i> would double every 18 months.
"There are [[three formulations|mech three moore's]] that are common when discussing Moore's law. These predictions proved accurate for several decades, and were used to guide long-term planning and to set targets for research in technology. Between 2012 and 2015 the advancement of silicon lagged behind these predictions.
"But many scientists and engineers anticipate [[revolutionary, rather than evolutionary|revolution v evolution]], [[advances|moore's revolution]] to provide further progress at similar rates."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"While the origins of [[Moore's Law|mech Moore's Law]] are clear, it's use has become less so with time.
"Gordon E. Moore revisited the concept in 1995, three decades after originating the concept and said <i>'The definition of 'Moore's Law' has come to refer to almost anything related to the semiconductor industry that when plotted on semi-log paper approximates a straight line. I hesitate to review its origins and by doing so restrict its definition.' </i>
"There are three major evaluations used that are credited under Moore's Law; [[density at minimum cost per transistor]], [[density at minimum cost per transistor]], and [[quality adjusted price of IT equipment]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"Many scientists and engineers anticipate [[revolutionary|revolution v evolution]] technology advances to help sustain [[Moore's law|mech Moore's Law]] law through improved performance with or without reduced size.
"Where the last several decades have seen significant advances through modest refinement of the existing silicon technology, the expectation is that one of the many new technologies being developed would be able to overcoming the physical limitations of transistor scaling. For example;
"In 2008, researchers at HP Labs announced a working memristor, a fourth basic passive circuit element whose existence only had been theorized previously. The memristor's unique properties permit the creation of smaller and better-performing electronic devices.
"In 2014, bioengineers at Stanford University developed a circuit modeled on the human brain. Sixteen 'Neurocore' chips simulate one million neurons and billions of synaptic connections, claimed to be 9,000 times faster as well as more energy efficient than a typical PC.
"Other approaches are being investigated. Advanced materials has always been an area of interest. Spin-based logic and memory options are being developed actively in labs, including electron spintronics, tunnel junctions, and advanced confinement of channel materials via nano-wire geometry."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
The mechanist looks at you as they reach deep into the box, almost to their shoulder even though it seems like that much of their arm shouldn't possibly fit inside.
"I mean, [[any sufficiently advanced technology is indistinguishable from magic|mech clark's laws]], right? Miniturization, [[Moore's Law|mech Moore's Law]], power effiecincy, improved interfaces, and a little arts and crafts... and what do you get?
"There's all sorts of things we can do with the devices we use that will make them look less like '[[technology|predicted technology]]' and more like magic. If we are to predict the use, appearance, and effects, of the next generation of bleeding edge tech; are we more likely to be informed by the current generation of science fiction, or Harry Potter?"
Drawing their arm out they look into the box, then stop and wiggle something.
"Of course, we talk about the advancement of technology, the incessant [[replacement|obsolete]] of existing systems, mechanisms, and forms. As a result, we may talk about how people from decades, centuries, or longer ago would be amazed with modern wonders. But, in many, ways this disconnect between cause and effect already impacts conteporary users.
"Nevermind the disjunctions that might happen with a technical [[revolution|revolution v evolution]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"The OSI, or Open Systems Interconnection, model is a [[conceptual|Abstraction]] description of the functions of telecommunication or computing frameworks. Like the [[TCP/IP model|mech TCP/IP]], the OSI model characterises a list of operations that are required without regard to individual technology or structure. Though, with seven layers it does so with greater granularity and depth.
"Because this model describes functions independent from methodology or material it remains relevant even as new technologies arise."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/Chakras_map.png" width="250" align="right">
"Chakras are used in a variety of ancient meditation practices. They are believed to be energy points, focal points, or nodes in the [[subtle body|med subtle body]] where the non-physical energy channels would meet, much like organs in the physical body.
"Various texts and teachings present a different number of chakras. According to the tantric texts it's believed that there are many chakras in the subtle human body. However, there are seven that are considered to be the most important."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "The subtle body, astral body, soul, sꜥḥ or sah, conciousness, and others are all ways this [[belief|med mythic and arcane]] is framed.
"[[Chakras|med chakra]] are a key component of this form, much like the major organs and systems in the body.
"This idea is a key aspect to the concepts of [[shadow worlds|med shadow worlds]], particularly those like the [[astral and etherial planes|etheric plane]] which must be visited through [[astral projection|astral projection]] or some varient.
"Internet avatars and personas are often equated or related to this concept in [[technomancy|med mancy]]."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Astral projection, astral travel, or [[sending out of the soul|sending out of the soul]] is a term used in [[esotericism|med mythic and arcane]] to describe a willful out-of-body experience.
"Obviously this process assumes the existence of a soul or consciousness called an astral body or [[subtle body|med subtle body]] that is separate from the physical body and capable of travelling outside of it throughout the universe.
"Generally, similarly composed forms are assumed to easily interact while that interaction between types of form is more limited. So, two individuals astrally projecting could communicate 'normally,' but a projected person and someone else still embodied in same room might have difficulties with communication.
"This idea was promoted by 19th century [[Theosophists|etheric plane]]. It is sometimes reported in association with dreams and forms of meditation. Some individuals have reported perceptions similar to descriptions of astral projection that were induced through various hallucinogenic and hypnotic means, including [[self-hypnosis]]."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "While the [[mentalist|mentalist]] is far more qualified to talk about self-hypnosis, including its powers and benefits, I'll point out that some versions are closely related to meditation in process and practice. This makes them ripe for use in [[metaphysical|med magic]] and [[occulted|med mythic and arcane]] endeavors, including working with [[chakras|med chakra]] and [[astral projection]]."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "There are a variety of practices involving training the mind upon itself.
"Meditation is perhaps the best known. It has been practiced since antiquity in numerous religious traditions, often as part of the path towards enlightenment and self realization. Since the 19th century, Asian meditative techniques have spread to other cultures where they have also found application in non-spiritual contexts, such as business and health. Meditation has been found to be clinically effective at reducing stress, anxiety, depression, and pain, increasing peace, perception, self-concept, and well-being, and is under research to define its possible effects on psychological, neurological, and cardiovascular health.
"A related field is autogenic training. A desensitization-relaxation technique developed by the German psychiatrist Johannes Heinrich Schultz following the self-reports of practitioners of hypnotism and autosuggestion and first published in 1932. The technique involves repetitions of a set of visualisations that induce a state of relaxation and is based on passive concentration of bodily perceptions, which are facilitated by self-suggestions. Biofeedback practitioners integrate basic elements of autogenic imagery and have simplified versions of parallel techniques that are used in combination with biofeedback."
You:
Say "[[Thank you.|mentalist continue]]"
[[Nod and step away.|guildhall main hall]]<<display 'Tome Navigation'>>\
A large tome lays in front of you. It is bound in black leather with iron hinges. Its pages are gilt edged with small arches cut in, each exposing a letter at the side of a page. These staggered tabs allow the book to be opened to a particular part of the alphabet.
<img src="http://resources.technomancer.info/Images/Opening/0 Technomancy trans w.png" width="400" align="center">
[[Step away.|guildhall library]]<<display 'Tome Navigation'>>\
<p style="font-size:100px ; font-family:'Garamond'">A</p>
Adamant – A legendary rock or mineral to which many properties were attributed, from greek for ‘untamable, invincible’ and later used to denote the hardest metal or stone, sometimes associated with diamond or lodestone. Sometimes called Adamantine.
Administratium - The heaviest element known to science, which has no protons or electrons and thus has an atomic number of 0. However, it does have one neutron, 125 assistant neutrons, 75 vice neutrons and 111 assistant vice neutrons, which gives it an atomic mass of 312. These 312 particles are held together by a force that involves the continuous exchange of meson-like particles called morons. Since it has no electrons, administratium is inert. However, it can be detected chemically as it impedes every reaction it comes in contact with. Administratium has a normal half-life of approximately three years, at which time it does not decay, but instead undergoes a reorganization in which assistant neutrons, vice neutrons and assistant vice neutrons exchange places. The atomic mass may actually increases after such reorganization. Sometimes called Administrontium. See also Bureaucratium.
<b>Arcane</b> – Understood by few; mysterious or secret.
<b>Ars Lingua</b> - Patois of the first languages, the Primal Tongue and Lingua Ignota, with lesser tongues. These languages arose to ease the work of practitioners of the esoteric arts. As shadow dialects they remain strange and inscrutable but hold undeniable power. High level programming language, third-generation programming language, Twilight language.
<b>Artifact</b> - Mighty objects of power, these constructs can function with little concern for the ethereal environment. More accurately, they are, generally, the contact points that create bridges into the ether, carving paths through the wall between the physical world and the astral. The power of these fonts of the etherium may be limited and constrained in many ways. Often, they serve simply as wellsprings, unable to reach back through into the transcendental worlds they draw their power from. Others are the nexuses and nodes on the ley lines and trods that cross our world of wonders.
<b>Artifice</b> – Clever or cunning devices or expedients. The product of a skilled craftsman or inventor. Typically assumed to have mystical properties such as charms, amulets, foci, talismans, fetishes, and the like.
<b>Athamé</b> – A ceremonial blade, generally with a black handle. The athame has many uses, but is not to be used for actual physical cutting.
<b>Aether</b> – Air regarded as a medium for radio. A very rarefied and highly elastic substance formerly believed to permeate all space, including the interstices between the particles of matter, and to be the medium whose vibrations constituted light and other electromagnetic radiation.
<b>Alchemy</b> – The medieval forerunner of chemistry, based on the transformation of matter. It was concerned particularly with attempts to convert base material by purification, maturation, and perfection.
<b>Amulet</b> – An ornament or small piece of jewelry thought to give protection against evil, danger, or disease or possess other mystic powers.
<b>Argot</b> – The jargon or slang of a particular group or class. See Supernal and Vulgate.
<b>Aura</b> – Any emanation surrounding the body of an object or living creature, viewed by mystics, spiritualists, and some practitioners of complementary medicine as the essence of the individual, and allegedly discernible by people with special sensibilities. Research; Kirlian photography. <<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">B</p>
Bureaucratium – An isotope of Administratium which has a negative half-life, becoming larger, more massive, and sluggish as time goes by.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">C</p>
<b>Chakra</b> - Believed to be energy points, focal points, or nodes in the subtle (non-physical) body formed by meeting points of the subtle energy channels. Various texts and teachings present a different number of chakras. According to the tantric texts it's believed that there are many chakras in the subtle human body, but there are seven that are considered to be the most important.
<b>Charm</b> – An object, act, or saying believed to have magic power. Powerful and complex, charms are devices which provide temporary storage for a created effect. This includes all required components- most particularly including energy. These charms can later be directed and released with minimal concern for the ethereal environment. However, they often have limited ability to be re-used, especially compared to items of power that rely on immediate and outside access to astral forces.
<b>Clairvoyance</b> – The ability to perceive distant events. See Scrying.
<b>Crystal</b> – A piece of a homogeneous solid substance having a natural geometrically regular form with symmetrically arranged plane faces or highly transparent glass with a high refractive index. Clear and transparent.
<b>Crystal ball</b> – A solid globe of glass or rock crystal, used by fortune-tellers and clairvoyants for crystal-gazing. See Scrying.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">D</p>
<b>Daemonology</b> – The systematic study of daemons. It deals both with benevolent beings that have no circle of worshippers or so limited a circle as to be below the rank of gods, and with malevolent beings of all kinds. See Spirit and Summoner.
<b>Deosil</b> – in a direction the same as the sun's course; counterclockwise.
<b>Dexter</b> – of, on, or toward the right-hand side
<b>Dweomer</b> - See Grand Illusion, the.<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">E</p>
<b>Eldritch</b> – weird and sinister or ghostly.
Elixir – A magical or medicinal potion.
<b>Enchiridion</b> – A handbook or other easy reference text.
<b>Esoteric</b> – intended for or likely to be understood by only a small number of people with a specialized knowledge or interest.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">F</p>
<b>Fata Morgana</b> - See Grand Illusion, the.
<b>Fetish</b> – An inanimate object worshiped for its supposed magical powers or because it is considered to be inhabited by a spirit.
<b>Focus</b> - A type of item of power. Often among the simplest of such objects, being used simply as input devices for other interfaces, including ambient recievers for input. As durable material components, they are entirely reliant on other item's interface with and access to the transcendental realms to produce effects. These items simply serve as keys to draw focus, input commands, and direct results. Devices of this type have no internal store of energy or controls. However, more complex devices can often serve this function as well.
<b>Fullerene</b> – A class of materials, which includes graphine, known for extraordinary properties such as heat resistance, increased strength, and superconductivity.<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">G</p>
<b>Golem</b> – (in Jewish legend) a clay figure brought to life by magic. A constructed physical body animated by some sort of spirit. See Robot.
<b>Grand Illusion, the</b> – The actions taken to conceal the use of technology. The effects of Moore’s Law and design principles combining to produce the effects described in Clarke’s Third Law. Assuming the goal of user interface design is to produce a user interface which makes it easy (self-explanatory), efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result. Meaning that an operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the human. See also Ignis Fatuus, Fata Morgana, Dweomer.
<b>Graphene</b> – A form of carbon with many extraordinary properties. It is about 100 times stronger than the strongest steel. It conducts heat and electricity efficiently and is nearly transparent. Graphene also shows a large and nonlinear diamagnetism, repelling any magnets and other even more wondrous qualities.
<b>Grimoire</b> – Technical manual.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">H</p>
Hihi'irokane – Its name is Japanese for "flame-colored metal" or "brilliant scarlet metal". In most depictions it is rustproof, ultra-hard, and an excellent conductor of both heat and spiritual energy, sometimes to the point of being warm to the touch. See Orichalcum.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">I</p>
<b>Ignis Fatuus</b> - See Grand Illusion, the.
Iron, Cold – also called cold steel, wrought iron, magnetic iron and so on. The traditional bane of The Fair Folk, often through its ability or tendency to
Iron, meteoric – also called sky iron, thunderbolt iron, star iron, and so on. It is described as a jet-black metal that is much stronger than regular iron and often has magical properties as well.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">J</p>
Juju – A charm or fetish, especially of a type used by some West African peoples or the supernatural power attributed to an individual, charm, or fetish.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">K</p><<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">L</p>
<b>Languages Occult and Arcane</b> - See Ars Lingua.
<b>Lingua Ignota</b> - The mortal mind is ill-equipped to grapple with the fundamental words of creation used in the Primal Tongue. The early masters of the esoteric arts crafted icons and lexicons by which they might translate these fundamental forces into a language able to be compassed by humans. Still alien to the ear and strange to the tongue, these utterances are still pure translations of the primal tongue. Assembly language, second-generation programming language, Adamic language.
<b>Lonsdaleite</b> – Also called hexagonal diamond in reference to the crystal structure, it forms when meteorites containing graphite strike the Earth. The great heat and stress of the impact transforms the graphite into diamond, but retains graphite's hexagonal crystal lattice. It is described as more than half again as hard as standard diamond.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">M</p>
<b>Magic</b> – The power of apparently influencing the course of events by using mysterious forces.
<b>Magic Smoke</b> (also factory smoke, blue smoke, or the genie) - A humorous name for the caustic smoke produced by burning out electronic circuits or components. The name is a running in-joke that started among electrical engineers and technicians and more recently adopted by computer programmers; a given device operates until the smoke is released from it, at which point the device ceases to operate. Ergo, the smoke is an essential part of the device's operation, through undetermined ('magical') means. See also Quintessence and Aether.
<b>Miller's Law</b> - "The Magical Number Seven, Plus or Minus Two: Some Limits on Our Capacity for Processing Information“ is one of the most highly cited papers in psychology. It was published in 1956 by the cognitive psychologist George A. Miller of Princeton University's Department of Psychology in Psychological Review. It is often interpreted to argue that the number of objects an average human can hold in working memory is 7 ± 2.
<b>Mirror</b> – A reflective device used for scrying; Ie; Mirror Arcane, Mirror obscura, Shadow Mirror. References to “glass” may be a reference to a looking glass; a type of mirror. See Scrying.
Mithril – A metal described as resembling silver but being stronger and lighter than steel. Its name means “grey gleam,” though it has also been called “true silver” and “moonsilver.”
<b>Mystic</b> – Allegorical or symbolic; transcending human understanding. Of or relating to ancient mysteries or other occult or esoteric rites. Of hidden or esoteric meaning. inspiring a sense of mystery, awe, and fascination. Concerned with the transcendental, rather than with material things.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">N</p><<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">O</p>
<b>Occult</b> – hidden, beyond the range of ordinary knowledge or experience; mysterious.
<b>Open Systems Interconnection (OSI) Model</b> - A conceptual model that characterizes and standardizes the communication functions of a telecommunication or computing system without regard to their underlying internal structure and technology. Its goal is the interoperability of diverse communication systems with standard protocols. The model partitions a communication system into seven abstraction layers each of which is sustained by the layers below it and supports the layers above.
<b>Oracle</b> – Search engine. Google is generally styled as the Great, Grand, or Omniscient Oracle.
Orichalcum – Greek for "golden stone" and originally meant "mountain copper" or "mountain metal," mentioned by Plato as used in Atlantis. Orichalcum appears in many other places in classical Greek and Roman writings where it is attributed a variety of properties including amazing hardness, resistance to rust and decay, and exceptional conductivity including to souls, emotions, and spiritual energy.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">P</p>
Palantír – An artifact from J. R. R. Tolkien's fantasy legendarium. Aometimes translated as "Seeing Stone" but literally meaning "Farsighted" or "One that Sees from Afar.“ See Crystal Ball.
<b>Paths of Power</b> - Channels carved in the wall of worlds like valleys and passes in a range of mountains. These routes are called by many names by different cultures; ley lines, dragon paths, songlines, telluric currents. Where they lay the worlds are brought close. Among their twists and turns are many crossroads, each a nexus where it becomes easy to slip between realities. Data backbone, data backhaul, core network, undersea cables, fiber optic cables.
Periapt – An item worn as a charm or amulet.
Philter - A magic potion.
Phylactery – Either of two small square leather boxes containing slips inscribed with scriptural passages and traditionally worn on the left arm and on the head by observant Jewish men. See also; amulet.
Potion – A liquid with healing, magical, or poisonous properties
<b>Primal Tongue</b> - In the days of the Ancient Ones, the Prime Tongue was the only language through which mortal might commune with such eldritch beings. Written in raw fundament, it is unspeakable and bears no meaning for mortal ears. Machine code, divine language, first-generation programming language.<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">Q</p>
Quintessence - a refined essence or extract of a substance. A fifth substance in addition to the four elements, thought to compose the heavenly bodies and to be latent in all things.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">R</p>
<b>Realms Astral</b> - Associated with water and air, these less physical realms exist within the folds of time and space contained by the mightiest of arcane constructs. These spaces are home to the great broods of spirits and majestic demesnes created by those of the dweomercraft of those most connected to them. The upper four layers of the OSI model, Application, Presentation, Session, and Transport. Called the Host layers and are responsible for accurate data delivery between computers. The tasks or functions of these upper four layers must “interoperate” with the upper four layers in the system being communicated with.
<b>Realms Ethereal</b> - Associated with the elements of Earth and Fire, these domains exist within the web of ley lines that cross the mundane sphere. Most truly a shadow world, these umbral realms are still splintered, fractious, and unstable, and more than one may occupy the same physical space. The lower three layers of the OSI model, Network, Data Link and Physical are called the media layers. The media layers are responsible for seeing that the information does indeed arrive at the destination for which it was intended.
<b>Realms Transcendent</b> - The worlds of shadow and realms transcendent that exist behind the air and below the earth. Including the Realms Astral and Etherial. See Transcendent.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">S</p>
<b>Saining</b> - Blessing, protecting or consecrating ceremony that involves granting or taking names such as summoning or true names.
<b>Samadhi</b> - This is a meditative absorption or trance attained where through practices such as meditation or yoga nidra where the mind becomes still. It is a state of being totally aware of the present moment; a one-pointedness of mind.
<b>Scrying</b> – The practice of looking into a suitable medium in the hope of detecting significant messages or visions. The ability to perceive future or distant events.
<b>Second sight</b> – A form of extrasensory perception, the supposed power to perceive things that are not present to the traditional senses. See Aura and Scrying.
<b>Silicon</b> – The chemical element of atomic number 14, a nonmetal with semiconducting properties, used in making electronic circuits. Pure silicon exists in a shiny dark gray crystalline form and as an amorphous powder.
<b>Sinister</b> – of, on, or toward the left-hand side
<b>Spirit</b> – A nonphysical being, including that part of a person regarded as a person's true self and as capable of surviving physical death or separation.
<b>Summoner</b> – One who invokes, evokes, or calls spiritual beings. See Daemonology.
<b>Summoning Name</b> - A name by which an individual is known, referenced by, and identified with by anyone. Username or public key.
<b>Supernal</b> – of or relating to the sky or the heavens; celestial. Of exceptional quality or extent. Argot Supernal is any highly technical language, technobabble, or arcanobabble. Contrast Yog-sothothery
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">T</p>
<b>Talisman</b> – An object that is thought to have magic powers. Unlike a focus a talisman produces effects itself. Producing significant effects is beyond a talisman's capability without access to the transcendental realms. However, with such access they may produce effects far beyond that of their internal store of energy.
Totem – A natural object or animal believed by a particular society to have spiritual significance and adopted by it as an emblem.
</b>Transcendental</b> - Of or relating to a spiritual or nonphysical realm. See Realms Astral and Realms Etherial.
<b>True name</b> - A hidden, secret, name given an individual in the worlds of magic which grants power to those who have it. Password or private key.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">U</p>
Unobtanium – A substance having the exact properties required for a piece of hardware or other item of use, but not obtainable either because it theoretically cannot exist, geopolitical events preclude access to it, or because current technological limitations prevent its manufacture.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">V</p>
<b>Vulgar</b> - Common and base. The mundane. Generally the physical, material, concrete matter without association with higher, transcendental, states.
<b>Vulgate</b> – Common or colloquial speech. Also called Vulgar Argot, “common” or “non-technical” language.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">W</p>
<b>Wall of Worlds</b> - A barrier is between the vulgar and transcendant realms.
<b>Wand</b> – A thin, hand-held stick or rod. Generally, in modern language, wands are ceremonial and/or have associations with magic but there have been other uses, all stemming from the original meaning as a synonym of rod and virge, both of which had a similar development. A stick giving length and leverage is perhaps the earliest and simplest of tools. Long versions of the magic wand are usually styled in forms of staves or scepters, often with designs or an orb of a gemstone forged on the top.
<b>Widdershins</b> – In a direction contrary to the sun's course, considered as unlucky; counterclockwise
<b>Words of Power</b> - The simplest form of invocation, empowered by art sublime but diffused into language and deed so vulgar in its aspect that the merest neophyte or dilettante might produce workings beyond their understanding. Scripting language, fourth-generation programming language, magic word.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">X</p><<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">Y</p>
<b>Yog-sothothery</b> – Nonsense. Actions or effects attributed to some force beyond understanding, the laws of nature, or rational description.
<b>Yoga Nidra</b> - A state of consciousness between waking and sleepingin which the body is completely relaxed and the practitioner becomes systematically and increasingly aware of the inner world by following a set of verbal instructions. This state of consciousness is different from meditation in which concentration on a single focus is required. In yoga nidra the practitioner remains in a state where four of their senses are internalized and only the hearing still connects to the instructions. The goal of yoga nidra is the same as meditation; a state called samadhi.
<<display 'Tome Navigation'>><p style="font-size:100px ; font-family:'Garamond'">Z</p><span id = "TomeNavBox">\
<center>\
░░░░░░░░░░░░░░░░░░░░
░[[A|Tome A]]░░░[[G|Tome G]]░░░[[M|Tome M]]░░░[[S|Tome S]]░░░[[Y|Tome Y]]░░
░░[[B|Tome B]]░░░[[H|Tome H]]░░░[[N|Tome N]]░░░[[T|Tome T]]░░░[[Z|Tome Z]]░
░░░[[C|Tome C]]░░░[[I|Tome I]]░░░[[O|Tome O]]░░░[[U|Tome U]]░░░░
░░░░[[D|Tome D]]░░░[[J|Tome J]]░░░[[P|Tome P]]░░░[[V|Tome V]]░░░
░░░░░[[E|Tome E]]░░░[[K|Tome K]]░░░[[Q|Tome Q]]░░░[[W|Tome W]]░░
░░░░░░[[F|Tome F]]░░░[[L|Tome L]]░░░[[R|Tome R]]░░░[[X|Tome X]]░
<<if passage() is "Tome">>\
░░░░░░░░░░░░░░░░░░░░
░░░░░░░░░░░░░░░░░░░░
<<else>>\
░░░░░[[Close Tome|Tome]]░░░░░
░░░░░░░░░░░░░░░░░░░░
<<endif>>\
</center>\
</span>\
<span id = "TomeNavBox">\
<center>\
░[[A|Tome A]]░[[G|Tome G]]░[[M|Tome M]]░[[S|Tome S]]░[[Y|Tome Y]]░░░░
░░[[B|Tome B]]░[[H|Tome H]]░[[N|Tome N]]░[[T|Tome T]]░[[Z|Tome Z]]░░░
░░░[[C|Tome C]]░[[I|Tome I]]░[[O|Tome O]]░[[U|Tome U]]░░░░
░░░░[[D|Tome D]]░[[J|Tome J]]░[[P|Tome P]]░[[V|Tome V]]░░░
░░░░░[[E|Tome E]]░[[K|Tome K]]░[[Q|Tome Q]]░[[W|Tome W]]░░
░░░░░░[[F|Tome F]]░[[L|Tome L]]░[[R|Tome R]]░[[X|Tome X]]░
</center>\
<<if passage() is "Tome">><<else>>[[Close Tome|Tome]]<<endif>></span><<set _sigil to "transport">>\
The center of this network, the [[heart|TCP-IP model]], is TCP, the transfer control protocol, beating away with pulses that reach all points, and brings data back again. As the heart drives the blood enriched by the lungs, TCP draws data from IP, the internet protocol. As the lungs rest on and are moved by the diaphragm, IP rests on the Network layer.
Reliable transmission of data segments between points on a network, including segmentation, acknowledgement, and multiplexing
[[Transport intro]]
<<set _sigil to "data link">>\
<<if previous() is "physical projection" or previous() is "physical meditation">>\
You slide your focus on through your belly button. Where every mortal was once connected to their mother becomes the axis mundi, a gateway and link from the vulgar to the transcendent, the portal passed through as you take your first small step away from the surface world, shedding just that outer layer of physicality.
Here you find a place where we start to discard our everyday recognition of basic things. As we move from the material we begin to lose track of the world outside for the senses within.
<<elseif previous() is "network projection">>\
Return path.
<<else>>\
ERROR.
<<endif>>\
<<if hasVisited('application projection')>>\
[[Doorway.|link gate][$invoke to "data link"]]
<<endif>>\
<<if hasVisited('network meditation')>>\
[[Move up through the chakras.|network projection]]
<<endif>>\
<<if hasVisited('transport meditation')>>\
[[Move down through the chakras.|physical projection]]
<<else>>\
[[Move down through the chakras.|physical meditation]]
<<endif>>\
<<if hasVisited('white')>>\
[[Focus on the tower.|orange]]
<<endif>>\<<set _sigil to "network">>\
<<if previous() is "data link projection">>\
You continue your shift further from the material. Each tiny bit of that network is a part of you, but you also see it as a network apart; flashing with the lightning of signals reaching out across not just a physical network of your nervous system within the flesh but a logical network that spans thought and emotion. The wires you use to connect to all the parts of your body and tell them what to do.
<<elseif previous() is "transport projection">>\
Return path.
<<else>>\
ERROR.
<<endif>>\
<<if hasVisited('application projection')>>\
[[Doorway.|network gate][$invoke to "network"]]
<<endif>>\
<<if hasVisited('transport meditation')>>\
[[Move up through the chakras.|transport projection]]
<<endif>>\
[[Move down through the chakras.|data link projection]]
<<if hasVisited('white')>>\
[[Focus on the tower.|yellow]]
<<endif>>\<<set _sigil to "transport">>\
<<if previous() is "network projection">>\
You feel the pulse of the universe, the interconnections of all things, and your tie to them. Your own heartbeat is a faint echo of the vast thrumming of that living web. The waves wash over you, an unending tide drawing you into attunement with the greater whole even as they show you how tiny a part your own consciousness is.
<<elseif previous() is "session projection">>\
Return path.
<<else>>\
ERROR.
<<endif>>\
<<if hasVisited('application projection')>>\
[[Doorway.|transport gate][$invoke to "transport"]]
<<endif>>\
<<if hasVisited('session meditation')>>\
[[Move up through the chakras.|session projection]]
<<endif>>\
[[Move down through the chakras.|network projection]]
<<if hasVisited('white')>>\
[[Focus on the tower.|green]]
<<endif>>\<<set _sigil to "session">>\
<<if previous() is "transport projection">>\
You find one of the ties of the great web and slide your awareness a little way along it. Without moving your physical form you reach out to that point, forming a silver cord. A tether that extends away from the cloud of mass and energy that is your body to a point outside your mundane frame.
<<elseif previous() is "presentation projection">>\
Return path.
<<else>>\
ERROR.
<<endif>>\
<<if hasVisited(`application projection`)>>\
[[Doorway.|session gate][$invoke to "session"]]
<<endif>>\
<<if hasVisited(`presentation meditation`)>>\
[[Move up through the chakras.|presentation projection]]
<<endif>>\
[[Move down through the chakras.|transport projection]]
<<if hasVisited(`white`)>>\
[[Focus on the tower.|blue]]
<<endif>>\<<set _sigil to "presentation">>\
<<if previous() is "session projection">>\
Your third eye is open vividly perceiving all that you are doing and experiencing beyond your physical body. But, where the eyes are the window of the mind they are the doorway for the soul. The mass and meat of your body unmoving, you extend your consciousness out along the silver cord before you, giving it the form and substance of your awareness and vitality.
<<elseif previous() is "application projection">>\
Return path.
<<else>>\
ERROR.
<<endif>>\
<<if hasVisited('application projection')>>\
[[Doorway.|presentation gate][$invoke to "presentation"]]
<<endif>>\
<<if hasVisited('application meditation')>>\
[[Move up through the chakras.|application projection]]
<<endif>>\
[[Move down through the chakras.|session projection]]
<<if hasVisited('white')>>\
[[Focus on the tower.|violet]]
<<endif>>\<<set _sigil to "application">>\
As you slip beyond the material, you escape into the nearest of the astral domains. You remain aware of your physical form, but it is no longer the boundary of your awareness. You can see worlds and galaxies spinning about you; strands of matter and energy and, past that, boundless spaces of pure thought.
[[Doorway.|application gate][$invoke to "application"]]
[[Move down through the chakras.|presentation projection]]
[[Focus on the tower.|white]]<<set _sigil to "physical">>\
You sit, facing the [[statue|red statue]]. Contemplating its meaning.
Rub your fingers together, focus on that sensation of touch. The feel of your fingers sliding across one another. The texture of skin against skin grounding you to the base and basic; the gross matter that can be seen, touched, and manipulated.
[[Doorway.|physical gate][$invoke to "physical"]]
[[Move up through the chakras.|data link projection]]
[[Step away.|red]]"Often we need a language that strips away the technical implementation as much as possible so we can get to a [[problem set|mech requirements]]. Whether this is so we can look at requirements, learn a new framework that may not precisely mesh with those we already know, or build a new set of tools without the preconceptions of the tools we currently have.
"There's an engeneering maxim; 'all models are wrong. Some are useful.'
"The more we can strip away what we think we know and get to the root concepts the stronger our [[understanding|mech learn]] of those ideas, and what actually is bedrock fact rather than an assumption.
"[[Technomancy|mech mancy]] often applies metaphysical names and concepts, and an individual may or may not find that silly. But when it allows you to take things as widely accepted and foundational as the [[OSI|mech OSI]] or [[TCP/IP|mech TCP/IP]] models and walks step by step through its particular expressions and relationships while using those <i>overtly non-technical terms</i> it is hard to argue.
"Besides, when you realize where names like ethernet and palantir come from, it's hard not to admit there are a lot of geeks that would like a little more fantasy in their tech."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
The mechanist looks around at the piles of various disks, then smirks into the depths of the computer shell in front of them.
"Anyone who's been around technology for any amount of time has seen it change.
"In 30 years a user computer went from 256 kilobits per second transfer rate using electricity over copper wire and <i>sound</i> to 1 gigabyte per second transfer using <i>light</i>. The size of data storage devices have dropped from pounds per bit to fractions of an ounce per gigabyte.
"The wizard of Cupertino, Bill Gates, is apocryphally quoted has having said '640K ought to be enough [RAM] for anybody' in 1981. By 2020 it was possible for individual consumers to buy chips providing 64 gigabytes of RAM.
"When the version 4 IP protocol was created no one could dream of a day when we used all the addresses. Now we create IP version 6, and say the same thing with grand pronouncements about how hard it will be to use up that space. Even as we give each device a minimum of 3 globally unique addresses and work on creating swarms of robots with one hand while the other pushes robots closer to microscopic.
"What's all that mean? [[Predict technological advance|predicted technology]] at your own peril, and [[Moore's law|mech Moore's Law]] takes the hindmost.
"[[Remember where you've been|lost information]].
"And, we need ways of communicating that completely [[abstracts|Abstraction]] away the 'current' technical details as much as possible. For some of us, that's [[technomancy|mech mancy]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Step away.|guildhall main hall]]
<<set $$technomancer_what to 1>>\
"The 19th century French occult author and ceremonial magician Eliphas Levi said <i>'The Great Work is, before all things, the creation of man by himself, that is to say, the full and entire conquest of his faculties and his future; it is especially the perfect emancipation of his will.'</i>
"Any practitioner of [[mystic arts|med magic]] has a toolbox they require. Even if it is buried in [[myth|med mythic and arcane]], it remains the foundational part of their relationship with their practice. [[Chaos magic|chaos magic]] is one of the most explicit about the first tool shared by all such practices; belief.
"While technomancy has no requirement for belief, there are three major tools that a technomancer requires, the core '[[rites|med rite]].' Together they form the 'arcane will,' Their ability to percieve and effect change on and through the [[shadow worlds|med shadow worlds]] and other aspects of the [[aether|aether]]
<center>[[Illumination|med illuminate]]
[[Inception|med inception]] [[Investiture|med invest]]</center>
"Each of these are a process that begins once started, and none truly end. So their order is immaterial.
"Depending on the individual, each act will have a different difficulty. The availability and level of support, including both preexisting knowledge and material, changes the eases of such undertakings. For this reason those with tutors or advanced societies find each easier."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] <img src="http://resources.technomancer.info/Images/Opening/guildhouse/house%20sign.png" width="250" align="center">
[[look away|Guildhall door]]<<if previous() is "start crossroad">>\
<img src="http://resources.technomancer.info/Images/Opening/crossroad sign.png" width="91" height="131" title="">
Off to the side you find a small [[foot path|meditation labyrinth start]] that wanders off into the underbrush.
Step out onto the [[crossroad|start crossroad]].
<<elseif previous() is "meditation labyrinth start">>\
You stand on a small foot path that wanders a few dozen paces through the underbrush from a [[crossroad|start crossroad]] to a [[meditation labyrinth|meditation labyrinth start]].
<<else>>\
You stand on a small foot path that wanders through the underbrush with little else to differentiate [[north|meditation labyrinth start]] from [[south|start crossroad]].
<<endif>>\
<<display 'lost'>>As you walk along the road you see a single obolisk in the distance.
::1
<<if previous() is "Localhost fork">>\
[[Continue on.|Localhost door]]
[[Go back.|Localhost fork]]
<<elseif previous() is "Localhost door">>\
[[Continue on.|Localhost fork]]
[[Go back.|Localhost door]]
<<endif>>\As you walk along the road you come to an obolisk, carved into it is the shape of a snake encircling a star. A short distance later you find a large, spherical boulder, then another boulder, and finally a last obolisk without markings.
127.0.0.1
<<if previous() is "Localhost fork">>\
[[Continue on.|Localhost door]]
[[Go back.|Localhost fork]]
<<elseif previous() is "Localhost door">>\
[[Continue on.|Localhost fork]]
[[Go back.|Localhost door]]
<<endif>>\<center><img src="http://resources.technomancer.info/Images/localhost/localhost_door.png" width="300"></center>
<<if previous() is "IPv6local">>\
As you come around the hill you find a perfectly round [[door|localhost entry]] like a porthole, painted red, with a shiny knob in the exact middle set into the hillside.
To one side stands a [[short man|localhost host]].
[[Continue on.|IPv4local]]
[[Go back.|IPv6local]]
<<elseif previous() is "IPv4local">>\
As you come around the hill you find a perfectly round [[door|localhost entry]] like a porthole, painted red, with a shiny knob in the exact middle set into the hillside.
To one side stands a [[short man|localhost host]].
[[Continue on.|IPv6local]]
[[Go back.|IPv4local]]
<<elseif previous() is "Hardware">>\
You emerge from a perfectly round [[door|localhost entry]] like a porthole, painted red, with a shiny knob in the exact middle.
A road stretches past off to your [[left|IPv4local]] and [[right|IPv6local]].
To one side stands a [[short man|localhost host]].
<<else>>\
You step away from talking to the [[short man|localhost host]].
Set into the hillside is a perfectly round [[door|localhost entry]] like a porthole, painted red, with a shiny knob in the exact middle.
The road stretches past off to your [[left|IPv4local]] and [[right|IPv6local]].
<<endif>>\You stand in a small round building atop a hill. The walls are whitewashed and lined with tables.
The center of the room is closed off by an inner wall with a [[door|Host Applications]].
As you look at the tables you notice that each has its own, singular purpose to which it is <i><b>dedicated</b></i>. The <i><b>applications</b></i> of each table is quite clear. One has navigational instruments and maps, another art supplies and canvass, still another has a dizzying array of comunications devices from telephones to telegraphs and heliographs.
The northernmost part of the wall has an arching [[doorway|correspondence point int]]. There is no door in the curved opening, displaying the distant <a href="http://resources.technomancer.info/Images/Opening/aa0726bd2bab756aca128ca67c6ec5b0.jpg" width="250" height="250" align="right">tower</a> as if it were a framed picture.
Off to one side is a [[purple door|General App]]. And opposite the archway is a more conventional [[door to the outside|localhost hilltop]].
<<if $invoke is "dedicated applications">>
Compare OSI Application layer.
At the very top of the system are files that require other, more generalized, programs to run. While there are "programs" at this level, they are generally very abstract; HTML, macros, and other interpreted, rather than compiled, software that runs on top of or within other types of more general applications.
<<endif>>The man is about three feet tall with no beard. He is dressed in bright colors, chiefly green and yellow, without shoes.
His build tends towards stout, including somewhat thick in the middle, with large feet and thick warm brown hair on his head and toes. He has long clever brown fingers, good-natured faces, and as you approach he draws a pipe from his mouth, blows a large smoke ring, and lets loose a deep, rich laugh.
"Greetings, friend!" He says. "And, welcome [[home|localhost home]]. I'm happy to be your [[Local Host|whois local host]]." He gestures expansively and the door opens before you.
<<display 'localhost ties'>>
<<set $whoislocalhost to 1>>\The short man draws a pipe from his mouth, blows a large smoke ring, and lets loose a deep, rich laugh as you approach the door.
"Greetings, friend!" He says. "And, welcome [[home|localhost home]]. I'm happy to be your [[Local Host|whois local host]]." He gestures expansively and the door opens before you.
<<display 'localhost ties'>>"So many Technomancers are focused on the world without they forget the path starts at home. In computer networking, 'localhost' means <i>this computer</i>."
He gestures to the path running by the door.
"It is used to access the network services that are running on the host via the <i>loopback</i> network interface."
"The structure of an individual computer is built layer by layer, just like a network. But because they are generally built by a single person who ensures compatability, unlike networks, and less and less often have parts replaced or upgraded we rarely worry about discussing those structures.
"However, not only is it worth knowing how these layers work together, comparisons with their network counterparts can prove useful in understanding."
<<display 'localhost ties'>><<if $whoislocalhost is 1>>
He chortles and blows a pair of interlinked smoke rings.
"I'm your Local Host, the keeper of the [[last homely house|localhost home]]."
<<display 'localhost ties'>>
<<else>>\
The man is about three feet tall with no beard. He is dressed in bright colors, chiefly green and yellow, without shoes. His build tends towards stout, including somewhat thick in the middle, with large feet and thick warm brown hair on his head and toes. He has long clever brown fingers, good-natured faces. He chortles and blows a pair of interlinked smoke rings.
"I'm your Local Host, the keeper of the [[last homely house|localhost home]]."
<<display 'localhost ties'>>
<<set $whoislocalhost to 1>>
<<endif>>\description of space
Inward you see back of shelves and, beyond, an [[open space|Local framework]].
Along the outer wall you can see two rows of doors. The lower row, are [[violet|General App]] while the higher are [[white|Dedicated App]].
Host Applications
Application software (app for short) is a program or group of programs designed for end users. Examples of an application include a word processor, a spreadsheet, an accounting application, a web browser, an email client, a media player, a file viewer, an aeronautical flight simulator, a console game or a photo editor. The collective noun application software refers to all applications collectively. This contrasts with system software, which is mainly involved with running the computer.A tube-shaped, tunnel-like, hall winds on, curving along the side of the hill in a great arc in either direction. Its walls panelled in green wood, floors tiled and carpeted, and provided with polished chairs.
Traveling widdershins, or counter-clockwise, along the curve the floor descends towards a [[blue door|Environment]].
As you travel dosiel, or clockwise, along the curve the floor rises like a great ramp until you reach a [[white door|Dedicated App]].
<<display 'Host Apps section'>>
General Applications
Compare OSI Presentation layer
General applications are the lowest level of programs designed to provide functionality to end users, rather than manage the underlying system. Examples of an application include a word processor, a spreadsheet, an accounting application, a web browser, an email client, a media player, a file viewer, an flight simulator, or a photo editor. The interfaces for components at lower levels, such as a task manager, often reside at this level.
<<if visited('Lingua Arcana')>>\
In the room is a large reading stand with a violet leather-bound [[grimoire|Words of Power]].
<<else>>\
In the room is a large reading stand with a violet leather-bound grimoire that is locked closed.
<<endif>>\
[[Up|Dedicated App]]
[[Host Applications]]
[[Down|Environment]]A tube-shaped, tunnel-like, hall winds on, curving along the side of the hill in a great arc in either direction. Its walls panelled in green wood, floors tiled and carpeted, and provided with polished chairs.
Traveling widdershins, or counter-clockwise, along the curve the floor descends towards a [[green door|Drivers]].
As you travel dosiel, or clockwise, along the curve the floor rises like a great ramp until you reach a [[purple door|General App]].
<<display 'OS section'>>
Environment
Compare OSI Session layer.
In computer software, an operating environment or integrated applications environment is the environment in which users run application software. The environment consists of a user interface provided by an applications manager and usually an application programming interface (API) to the applications manager.
An operating environment is usually not a full operating system, but is a form of middleware that rests between the OS and the application. For example, the first version of Microsoft Windows, Windows 1.0, was not a full operating system, but a GUI laid over DOS albeit with an API of its own. Similarly, the IBM U2 system operates on both Unix/Linux and Windows NT. Usually the user interface is text-based or graphical, rather than a command-line interface (e.g., DOS or the Unix shell), which is often the interface of the underlying operating system.
In computing, a desktop environment (DE) is an implementation of the desktop metaphor made of a bundle of programs running on top of a computer operating system, which share a common graphical user interface (GUI), sometimes described as a graphical shell. The desktop environment was seen mostly on personal computers until the rise of mobile computing. Desktop GUIs help the user to easily access and edit files, while they usually do not provide access to all of the features found in the underlying operating system. Instead, the traditional command-line interface (CLI) is still used when full control over the operating system is required.
A desktop environment typically consists of icons, windows, toolbars, folders, wallpapers and desktop widgets (see Elements of graphical user interfaces and WIMP). A GUI might also provide drag and drop functionality and other features that make the desktop metaphor more complete. A desktop environment aims to be an intuitive way for the user to interact with the computer using concepts which are similar to those used when interacting with the physical world, such as buttons and windows.
While the term desktop environment originally described a style of user interfaces following the desktop metaphor, it has also come to describe the programs that realize the metaphor itself. This usage has been popularized by projects such as the Common Desktop Environment, K Desktop Environment, and GNOME.
A tube-shaped, tunnel-like, hall winds on, curving along the side of the hill in a great arc in either direction. Its walls panelled in green wood, floors tiled and carpeted, and provided with polished chairs.
Traveling widdershins, or counter-clockwise, along the curve the floor descends towards a [[yellow door|Kernel]].
As you travel dosiel, or clockwise, along the curve the floor rises like a great ramp until you reach a [[blue door|Environment]].
<<display 'OS section'>>
Drivers/API
Compare OSI Transport layer.
A driver in software provides a programming interface to control and manage specific lower level interface that is often linked to a specific type of hardware, or other low-level service. In the case of hardware, the specific subclass of drivers controlling physical or virtual hardware devices are known as device drivers.
An application programming interface (API) is a computing interface to a software component or a system, that defines how other components or systems can use it. It defines the kinds of calls or requests that can be made, how to make them, the data formats that should be used, the conventions to follow, etc. It can also provide extension mechanisms so that users can extend existing functionality in various ways and to varying degrees.
You stand among pumps and motors, the <i>operating<i> mechanisms and machinery that form the <i>system</i> keeping the building running.
Through gap in the machinery you can see the back of shelves and, beyond, an [[open space|Local framework]].
Along the outer wall you can see three rows of doors. The lowest row, near the bottom of the machines are [[yellow|Kernel]], the mid-level row of doors are [[green|Drivers]], while those highest are [[blue|Environment]].
<<if $invoke is "operating system" or $invoke is "Operating system">>\
<<set _invoke to "yes">>\
<<elseif $invoke is "Operating System">>
<<set _invoke to "yes">>\
<<else>>\
<<set _invoke to "no">>\
<<endif>>\
<<if _invoke is "yes">>\
Operating System
An operating system, or OS, is system software that manages computer hardware, software resources, and provides common services for computer programs.
The operating system acts as an intermediary between programs and the computer hardware, although the application code is usually executed directly by the hardware and frequently makes system calls to an OS function or is interrupted by it.
Dominant operating systems include Microsoft Windows, Apple's macOS and iOS, the varieties of Linux, and Google's Android.
Other specialized classes of operating systems, such as embedded and real-time systems, exist for many applications.
<<endif>>\A tube-shaped, tunnel-like, hall winds on, curving along the side of the hill in a great arc in either direction. Its walls panelled in yellow pine wood, floors tiled and carpeted, and provided with polished chairs.
Traveling widdershins, or counter-clockwise, along the curve the floor descends towards an [[orange door|Firmware]].
As you travel dosiel, or clockwise, along the curve the floor rises like a great ramp until you reach a [[green door|Drivers]].
<<display 'OS section'>>
Kernel
Compare OSI Network layer.
The kernel is a computer program at the core of a computer's operating system with complete control over everything in the system. It is the "portion of the operating system code that is always resident in memory". It facilitates interactions between hardware and software components. On most systems, it is one of the first programs loaded on startup (after the bootloader). It handles the rest of startup as well as input/output requests from software, translating them into data-processing instructions for the central processing unit. It handles memory and peripherals like keyboards, monitors, printers, and speakers.
The kernel's interface is a low-level abstraction layer. When a process makes requests of the kernel, it is called a system call. Kernel designs differ in how they manage these system calls and resources. A monolithic kernel runs all the operating system instructions in the same address space for speed. A microkernel runs most processes in user space, for modularity.
This central component of a computer system is responsible for running or executing programs. The kernel takes responsibility for deciding at any time which of the many running programs should be allocated to the processor or processors.
<<if visited('Lingua Ignota')>>\
In the room is a large reading stand with a yellow leather-bound [[grimoire|Lingua Ignota]].
<<else>>\
<<endif>>\A tube-shaped, tunnel-like, hall winds on, curving along the side of the hill in a great arc in either direction. Its walls panelled in orange wood, floors tiled and carpeted, and provided with polished chairs.
Traveling widdershins, or counter-clockwise, along the curve the floor descends towards a [[red door|Hardware]].
As you travel dosiel, or clockwise, along the curve the floor rises like a great ramp until you reach a [[yellow door|Kernel]].
<<display 'Bare Metal section'>>
Firmware
Compare OSI Data Link layer.
<<if visited('Primal Tongue')>>\
In the room is a large reading stand with a orange leather-bound [[grimoire|Primal Tongue]].
<<else>>\
In the room is a large reading stand with a orange leather-bound grimoire that is locked closed.
<<endif>>\You stand among great girders and supports, <i>bare metal</i> structure holding up the weight of this building. Scaffolding, ramps, and catwalks fill the space between a worked stone floor and the arches of a vaulted ceiling close above.
Through the gaps of the supports you see the back of shelves and, beyond, an [[open space|Local framework]].
Along the outer wall are doors by which you can leave. On the level of the stone floor they are [[red|Hardware]], while those among the catwalks are [[orange|Firmware]].
<<if $invoke is "bare metal" or $invoke is "Bare metal">>\
<<set _invoke to "yes">>\
<<elseif $invoke is "Bare Metal">>
<<set _invoke to "yes">>\
<<else>>\
<<set _invoke to "no">>\
<<endif>>\
<<if _invoke is "yes">>\
Bare Metal
In computer science, bare machine (or bare metal) refers to a computer executing instructions directly on logic hardware without an intervening operating system. Modern operating systems evolved through various stages, from elementary to the present day complex, highly sensitive systems incorporating many services. After the development of programmable computers (which did not require physical changes to run different programs) but prior to the development of operating systems, sequential instructions were executed on the computer hardware directly using machine language without any system software layer. This approach is termed the "bare machine" precursor to modern operating systems.
Today it is mostly applicable to embedded systems and firmware generally with time-critical latency requirements, while conventional programs are run by a runtime system overlaid on an operating system.
<<endif>>\You stand in a hole in the ground. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell. Nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat.
It is a home, and that means comfort.
It is a tube-shaped hall, like a tunnel. A very comfortable tunnel without smoke. With walls panelled in rose and cherry wood, floors tiled and carpeted in crimson and wine, provided with polished chairs, and lots and lots of pegs for hats and coats for visitors.
The tunnel winds on and on, curving along the side of the hill in a great arc. Bedrooms, bathrooms, cellars, pantries (lots of these), wardrobes (whole rooms devoted to clothes), kitchens, dining-rooms, all on the same passage.
Traveling widdershins, or counter-clockwise, along the curve the floor descends towards the [[front door|Localhost door]], which will let you out.
As you travel dosiel, or clockwise, along the curve the floor rises like a great ramp until you reach an [[orange door|Firmware]].
<<display 'Bare Metal section'>>
<i>hardware</i>
<<if $invoke is "hardware">>
Compare OSI Physical layer.
<<endif>>You stand in a large open vault. The inner space is filled with sweeping stairways, balconies, and skywalks. The walls are rows of [[shelves|local framework shelves]], with alleys and walkways that stretch away.
The space can be roughly divided up into three sections along its height by the types of archetecture.
The lowest section is Baroque, with heavy shapes, decorative coverings, and extreme flourishes. Gilding and grand forms fill the space.
[[Leave|Bare Metal]].
In the middle space is Art Deco, the flourishes of the lower section drop away leaving bold geometric forms. The shine of guilding is replaced by smooth polished surfaces of chrome, ebony, and ivory with splashes of color.
[[Leave|Operating System]].
At the highest part of the vault are light, airy structures decorated with the curving, flowing lines of Art Nouveau.
[[Leave|Host Applications]].
On a floating island among the skywalks and stairs is a round [[pavilion|hardware crystal room]]. Inside is a large crystal dome on a pedestal.
Another floating balcony has a large reading stand which holds a leather-bound [[grimoire|Firmament]].
While there is no technical equivilant to the OSI network model when it comes to individual systemes the structure of an individual computer is built layer by layer, just like a network. However, not only is it worth knowing how these layers work together, comparisons with their network counterparts can prove useful in understanding.
There are three major sections to this local framework;
[[Host Applications]]
[[Operating System]]
[[Bare Metal]]
These three sections in turn can be subdivided into a total of seven layers. Like the layers of the OSI model these build upon one another to achieve the functions of a modern computer. They are conceptually comparable to their corresponding network layer in many ways.
[[Dedicated App]]
[[General App]]
[[Environment]]
[[Drivers]]
[[Kernel]]
[[Firmware]]
[[Hardware]]"Mostly, when we describe 'shadow worlds' we're using [[supernal argot|mech supernal]] to describe the collection of information clouds and energy fields that comprise cyberspace or the functioning of electromagnitism or other forces engineers use.
"Rote technicians, engineers and artificers, will describe the proper understanding of cyberspace as a <i>'built'</i> thing which we need to construct and transfer information into.
"A technomancer can see this as set of realms that exist semi-independent and mostly invisible to this one. A shadow of our own reality accessed by [[occult acts|med technomantic acts and serves a source from which ongoing benefits can be derived through arcane talismans.
<<set $shadow_world to 1>>\They look down into their cup as they slowly swish around the liquid inside.
"A myth is a traditional story, especially one concerning the early history of a people or explaining some natural or social phenomenon, and typically involving supernatural beings or events. Often such stories serve the same purposes as parables, fables, or farie tales, a sort of [[inception|med inception]] teaching cultural skills, norms, or information. But, such myths may also include sources or frameworks of spritual or natural power such as [[magic|med magic]].
"Meanwhile words like occulted, esoteric, and arcane simply mean <i>'understood by few.</i> These have gathered connotations and overtones of being 'eldritch,' ie, weird, sinister, or mystical. But, they just as accurately describe any other highly technical knowledge that is entirely scientific in nature.
"When you weld these ideas together you get two paths;
"One is [[techno-magic|med techno-magic]]. Approaching the mythic through the arcane. Seeking understanding of [[magic|med magic]] through application of technological principals and to produce magical effects with that synthisis.
"The one focused on here is [[technomancy|med mancy]]. Approaching the arcane through the mythic. Seeking understanding of technology through magical principals and to produce [[technological effects|med effects]] with that synthisis.
"These methods mirror one another. More, as each method is applied the results give additional utility to the other."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] You stand on an <a href="https://www.reddit.com/r/TechnomancersTower/">open porch</a> on a balcony.
[[Step inside.|guildhall upstairs]]
(subreddit currently locked)You step into a small library. There are rows of books locked in cases on the wall.
A table in the middle of the room has two large tomes bound in black leather with iron hinges. The [[text on the left|Tome]] has small arches cut in its gilt edged pages, each exposing a letter at the side of a page. The [[volume on the right|Atlas]] has fewer pages, but is taller and wider.
To one side is a [[small shelf with crystials that flicker and glow|video library]].
[[Leave the room.|guildhall upstairs]].You stand reading a grimoire bound in yellow leather.
<b>Lingua Ignota</b>
The mortal mind is ill-equipped to grapple with the fundamental words of creation used in the Primal Tongue. The early masters of the esoteric arts crafted icons and lexicons by which they might translate these fundamental forces into a language able to be compassed by humans. Still alien to the ear and strange to the tongue, these utterances are still an Adamic language; pure translations of the primal tongue. Assembly language, second-generation programming language, the language of the Kernal.
[[Turn the next page.|Lingua Arcana]]
[[Turn back a page.|Primal Tongue]]
<<if visited('Kernel')>>\
[[Step away.|Kernel]]
<<endif>>\
You stand reading a grimoire bound in orange leather.
<b>Primal Tongue</b>
In the days of the Ancient Ones, the Prime Tongue was the only language through which mortal might commune with such eldritch beings. Written in raw fundament it is unspeakable and bears no meaning for mortal ears. This is the language of firmware, the machine code, divine language, first-generation programming languages.
[[Turn the next page.|Lingua Ignota]]
[[Turn back a page.|Firmament]]
<<if visited('Firmware')>>\
[[Step away.|Firmware]]
<<endif>>\
<<if $secrets is "s">>\
<<elseif $secrets is "a">>\
<<else>>\
<<endif>>\
<<if $secrets is "s">>\
<<elseif $secrets is "a">>\
<<else>>\
<<endif>>\You stand reading a grimoire bound in purple leather.
<b>Lingua Arcana</b>
Patois of the first languages, the Primal Tongue and Lingua Ignota, with lesser tongues. These languages arose to ease the work of practitioners of the esoteric arts. As shadow dialects they remain strange and inscrutable but hold undeniable power. High level programming language, third-generation programming language, and Twilight languages they exist at the level of general applications.
[[Turn the next page.|Words of Power]]
[[Turn back a page.|Lingua Ignota]]
<<if visited('General App')>>\
[[Step away.|General App]]
<<endif>>\
Third generation languages, or High level languages, are much more machine-independent and more programmer-friendly. This includes features like improved support for aggregate data types, and expressing concepts in a way that favors the programmer, not the computer. A third generation language improves over a second-generation language by having the computer take care of non-essential details. 3GLs are more abstract than previous generations of languages, and thus can be considered higher-level languages than their first- and second-generation counterparts. First introduced in the late 1950s, Fortran, ALGOL, and COBOL are examples of early 3GLs.
Most popular general-purpose languages today, such as C, C++, C#, Java, BASIC and Pascal, are also third-generation languages, although each of these languages can be further subdivided into other categories based on other contemporary traits. Most 3GLs support structured programming. Many support object-oriented programming. Traits like these are more often used to describe a language rather than just being a 3GL.
A programming language such as C, FORTRAN, or Pascal enables a programmer to write programs that are more or less independent from a particular type of computer. Such languages are considered high-level because they are closer to human languages and further from machine languages, and hence require compilation or interpretation. In contrast, machine languages are considered as low-level because they are designed for and executed by physical hardware without further translation required.
The main advantage of high-level languages over low-level languages is that they are easier to read, write, and maintain. Ultimately, programs written in a high-level language must be translated into machine language by a compiler or directly into behavior by an interpreter.You stand reading a grimoire bound in white leather.
<b>Words of Power</b>
The simplest form of invocation, empowered by art sublime but diffused into language and deed so vulgar in its aspect that the merest neophyte or dilettante might produce workings beyond their understanding. Scripting language, fourth-generation programming language, magic words. Built upon and within dedicated applications.
[[Turn the next page.|Fifth Generation]]
[[Turn back a page.|Lingua Arcana]]
<<if visited('Dedicated App')>>\
[[Step away.|Dedicated App]]
<<endif>>\
G4; Scripting / Very high level language.
A very high-level programming language (VHLL), or fourth generation programming language, is a programming language with a very high level of abstraction. They are usually domain-specific languages, limited to a very specific application, purpose, or type of task, and they are often scripting languages (especially extension languages), controlling a specific environment. For this reason, very high-level programming languages are often referred to as goal-oriented programming languages.
The term VHLL was used in the 1990s for what are today more often called high-level programming languages (not "very") used for scripting, such as Perl, Python, Ruby, and Visual Basic.
<<if previous() is "foot path">>\
A few dozen steps from the crossroads there is small clearing where a meditation labyrinth is laid out. You stand at its starting point.
<<else>>\
You stand in small clearing where a meditation labyrinth is laid out. Off to one side a foot path wanders away. You stand at its starting point.
<<endif>>\
<center><a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/01.png" width="500" height="500" alt="labyrinth" title="Walk the path.">
</a></center>
[[Leave.|start crossroad]]
<<if $display>>\
[[meditation labyrinth continue]]
<<endif>>\
<<set $labyrinthpath to 1>><center>
<<if $labyrinthpath is 1>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/02.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 2>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/03.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 3>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/04.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 4>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/05.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 5>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/06.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 6>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/07.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 7>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/08.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 8>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/09.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 9>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/10.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 10>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/11.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 11>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth continue"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/12.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth continue]]
<<elseif $labyrinthpath is 12>>\
<a href="javascript:void(0)" data-passage="meditation labyrinth center"><img src="http://resources.technomancer.info/Images/Opening/labyrinth/13.png" width="500" height="500" alt="labyrinth" title="Walk the path."></a>
<<set $labyrinthpath to $labyrinthpath + 1>>\
[[Continue|meditation labyrinth center]]
<<else>>\
<<endif>>\
</center>
<<set $invoke to $secrets>>\
<<set _sigil to $secrets>>\
<<set $labyrinthpath to 1>>\
<<if previous () is "meditation labyrinth continue">>\
<center>You stand at the center of the labyrinth.</center>
<<else>>\
<center>You stand at the center of a small meditation labyrinth.</center>
<<endif>>\
<img src="http://resources.technomancer.info/Images/Opening/labyrinth/01.png" width="500" height="500" alt="labyrinth" title="Walk the path.">
<<textbox "$secrets" "" "meditation labyrinth center">>
[[Leave.|meditation labyrinth start]]
<p style="font-size:10px ; color:black">
Know much, first of all the limits of your skill.
Learn quickly and unlearn quicker.
Read often and drink deeply.
Recognize patterns.
The realms astral are ever changing.
The workings of the art an ever shifting labyrinth.
Hesitate and you will be lost.
The physical is a hollow shell without the ethereal.
The transcendental cannot exist without the vulgar.
This is the way of the Technomancer.
</p>
</center>A fifth-generation programming language (5GL) is any programming language based on problem-solving using constraints given to the program, rather than using an algorithm written by a programmer. Most constraint-based and logic programming languages and some other declarative languages are fifth-generation languages.
While fourth-generation programming languages are designed to build specific programs, fifth-generation languages are designed to make the computer solve a given problem without the programmer. This way, the user only needs to worry about what problems need to be solved and what conditions need to be met, without worrying about how to implement a routine or algorithm to solve them. Fifth-generation languages are used mainly in [[artificial intelligence|great spirits]] research.
[[Turn back a page|Words of Power]]<<set _sigil to "application">>\
In our writing, our movies, our art, we make these depictions of AI as this fearsome thing. It learns of violence, it learns of war, and it turns on us. But these motives are all too human, all too understandable.
More and more I think we need to accept that the perceptions and reality of a being created purely in a virtual space, without context or concept of body or other or need or want is going to be more alien than we have thus far conceived, and possibly more alien than we can currently conceive...
But we need to, and soon. These 'great spirits' are coming sooner than we think, and they will be the gods of the outer darkness; strange and alien beyond measure. They will have dominion over those cyber places we have so come to rely upon because they will be of that space in a way we have never been...
http://fortune.com/ai-artificial-intelligence-deep-machine-learning/ In June 2012, Google Brain published the results of a quirky project now known colloquially as the “cat experiment.” ...
In the cat experiment, researchers exposed a vast neural net... 10 million unlabeled images randomly taken from YouTube videos, and then just let the software do its thing. When the dust cleared, they checked the neurons of the highest layer and found, sure enough, that one of them responded powerfully to images of cats. “We also found a neuron that responded very strongly to human faces,” says Ng, who led the project while at Google Brain.
Yet the results were puzzling too. “We did not find a neuron that responded strongly to cars,” for instance, and “there were a lot of other neurons we couldn’t assign an English word to. So it’s difficult.”
http://www.wired.co.uk/article/google-deepdream-dreamscope
Dreamscope is the latest in a steady trickle of DeepDream tools created to help more people play around with Google's neural network...
The trippy effect is a result of how the machine interprets images. Google developed its neural network to try and identify features in images, letting it learn when something is a picture of a mountain and when something is a picture of dumbbell...
When the system is flipped around, it uses its own prejudices -- it is especially focussed on looking for animal-like features, eyes and faces -- to warp images. The more times an image is fed through the system, the more it will bring out strange features. Hence clouds become dogs, trees become fish and everything becomes terrifying.
AI, strong AI, weak AI
[[yog sothoth]]
[[Fifth Generation]]
[[application spirits]] "<b>Density at minimum cost per transistor</b> is the [[formulation|mech three moore's]] given in [[Moore's 1965 paper|mech Moore's Law]]. It is not just about the density of transistors that can be achieved, but about the density of transistors at which the cost per transistor is the lowest.
"As more transistors are put on a chip, the cost to make each transistor decreases, but the chance that the chip will not work due to a defect increases. In 1965, Moore examined the density of transistors at which cost is minimized, and observed that, as transistors were made smaller through advances in photolithography, this number would increase at 'a rate of roughly a factor of two per year.'"
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"<b>Quality adjusted price of IT equipment</b> is a [[formulation|mech three moore's]] of [[Moore’s law|mech Moore's Law]] which does not limit it to strict linearity or to transistor count.
"This states that that processor speeds or overall processing power for computers will double every two years.
"The reverse is also stated; that the price of computers and peripheral equipment, adjusted for quality and inflation, continue to halve every two years. The number of transistors per chip cannot fully explain this shift in price."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"The most popular [[formulation|mech three moore's]] of [[Moore's law|mech Moore's Law]] is of the doubling of the number of transistors on integrated circuits every two years. At the end of the 1970s, Moore's law became known as the limit for the number of transistors on the most complex chips. As of 2018, this trend held true."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"Originally called the Advanced Research Projects Agency, or ARPA, model this structure has gone through several revisions and renamings. It retains its connection to the Department of Defense as the 'DOD model' used in describing the [[Cyber domain|Cyber domain]], but is most commonly referred to as the TCP/IP protocol, it serves as a [[conceptual|Abstraction]] description of the functions of telecommunication or computing frameworks.
"Like the [[OSI model|mech OSI]], it characterises a list of operations that are required without regard to individual technology or structure. Though, with four layers it does so with less granularity and depth.
"Because this model describes functions independent from methodology or material it remains relevant even as new technologies arise."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
<<set _sigil to "transport">>\
[[Transport intro]]"People talk about something called the 'hacker ethic.' And, if we're honest, the ethos is found deeply rooted in the science fiction and fantasy genres.
"This idea is that sharing information and data responsibly is beneficial and helpful. It centers around the idea that access, generally freedom of information, lead to improvement to quality of life.
"Fundimentally, the hacker ethos is that essential lessons can be [[learned|mech learn]] about systems, including about the world, from taking things apart, seeing how they work, and using the knowledge gained in the process to [[create new things|mech create]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"Most advances in technology are what are called <i>evolutionary</i>. Incrimental adjustments on existing technology. Most of the progress of [[Moore's Law|mech Moore's Law]] and the clockwork [[obsolescence|obsolete]] of technological devices is generally due to such progress.
"However, sometimes there are <i>revolutionary</i> advances. Changes which bear little or no relationship to previous trajectories or continuums and create displacements and disjunctions. The industrial revolution is one of the more commonly referenced versions of this. There are expectations that material science will deliver a [[similar revolution to maintain the progress of Moore's law|moore's revolution]].
"Such disjunctions in modern society are likely to make technology seem [[magical|mech magic form]], and are one of the great challenges in accurately [[predicting technology|predicted technology]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"There are two main, positive, mental drives in life. Both are enshrined in the [[hacker ethos|hacker ethos]]; to learn and to [[create|mech create]].
"The need for self improvement can be physical, mental, or social. We may express these desires through spirituality, including prayer and purification, or metaphysics and meditation. Alternatively, one might express them through material means. Exercise and education are flip sides of this coin.
"Regardless, it is the urge to remain vital and growing while alive and postpone our personal [[obsolescence|obsolete]] as long as possible."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"There are two main, positive, mental drives in life. Both are enshrined in the [[hacker ethos|hacker ethos]]; to [[learn|mech learn]] and to create.
"The genitive urge, the passion for creation, may be expressed with the need to write, or sing. To weld or write poetry. Having children scratches that same need for a form of immortality.
"We all want to leave a mark on the world, whether through a [[revolutionary|revolution v evolution]] invention or [[fantastical|mech magic form]] creation. We all want be remembered and not be erased when we become [[obsolete|obsolete]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
<<textbox "$invoke" $invoke `passage()`>>
<<if passage() is not "Beginning">>\
<<display 'Hail Hekate'>>\
<<display 'sigil invocations'>>\
<<endif>>\<<set $shadow_world to 1>>\
"We built [[cyberspace|mech cyberspace]].
The mechanist draws a long cable out, their hand covered in a strange glove made of wires and armatures, and they look up at you.
"Really, we continue building it.
"Humans have literally constructed it within the electromagnetic fields, light, copper and glass, and structured information. Building [[layer upon layer|mech OSI]], through painstaking work and the transfer of data."
They stuff the cable back into the box.
"However, one of the useful [[abstractions|Abstraction]] in [[technomancy|mech mancy]] is to view all that as a set of realms that exist semi-independent and mostly invisible to this one. A shadow of our own reality accessed by [[arcane|mech arcane]] actions, serving as source from which [[benefits|mech requirements]] can be derived, and, sometimes, a source of [[threats|mech threats]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"It's often worth taking a moment how much it can become dificult for new technicians to get a coherant sense of much of the underlying, [[arcane|mech arcane]], technology. Amidst our never-ending sprint after the [[new and shiny|mech magic form]] many new technicians see little value in learning such settled fields. Doubly so as we're marched forward by the various pressures like [[Moore's law|mech Moore's Law]] that seem to constantly force churning [[obsolescence|obsolete]],
"The result is, as we continue to build our [[shadow worlds|mech shadow worlds]] [[layer by layer|mech OSI]], new technicians are often drawn to the highest, most [[abstracted|Abstraction]] layers because they are the most dynamic.
"The result is that those who created specific standards and technologies often become the last to truly understand them. And information is, inevitably, lost whether or not the things operating on it are obsolete.
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"The term 'cyberspace' first appeared in fiction in the work of cyberpunk science fiction author William Gibson, first in his 1982 short story "Burning Chrome" and later the novel Neuromancer where he wrote;
'<i>Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts... A graphic representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.'</i>
"In reality, this 'space' encompasses a series of interdependent networks of IT infrastructures, including the Internet, telecommunications networks, computer systems, embedded processors and controllers, and the content that flows across and through these components. Activities in the physical world can create effects in and through cyberspace by affecting the electromagnetic spectrum or the physical infrastructure.
"We've worked hard as a civilization to build it [[layer by layer|mech OSI]]. But, it's useful to [[think of it as|Abstraction]] a series of [[shadow worlds|mech shadow worlds]]. This makes it easier to understand how little any individual <i>owns</i> any part of it, how much work they need to do to [[understand it|lost information]], and how [[exposed|mech threats]] they are to dangers when using it."
"In some ways thinking of cyberspace as a set of shadow worlds simplifies understanding the military concept of it as the [[Cyber domain|Cyber domain]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
<<set $shadow_world to 1>>\"Something occulted is literally something hidden behind another thing. Esoteric and arcane simply mean understood by few. From these definitions of being beyond the range of ordinary knowledge or experience we have come to give these synonyms for mysterious and secret connotations and overtones of <i>'supernatural,' 'mystical,' and 'magical.'</i>
"But, in their most pure meanings they are equally applicable to any highly technical knowledge. Like all of information technology, especially as we [[institutionally forget or obscure|lost information]] how we constructed these vast technologies originally, calling fundimental technological understandings [[obsolete|obsolete]].
"[[Technomancy|mech mancy]] plays into the connotative nature of describing the IT field as <i>occult and arcane</i> to build its [[abstractions|Abstraction]]. Talking about [[cyberspace|mech cyberspace]] in terms of [[shadow worlds|mech shadow worlds]] and the like until it builds a full set of non-technical terms that reference whole categories of technical information."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"The thing to remember with technology is every question ends with a need, purpose, solution, or function that wants sharing.
"As individuals, we have the urge to [[learn|mech learn]] and [[create|mech create]]. But that means little to others. Even if you declare your purpose <i>ars gratia ars</i>; art for art's sake, it's still a purpose. You still have to match what you're doing to that purpose. Creating art in response to a buisness need won't move the world, let alone [[create new ones|mech shadow worlds]].
"This becomes doubly true as you push into [[cyberspace|mech cyberspace]]. Most people don't understand the [[threats|mech threats]] because they don't understand how easily things there effect things here. And, lets be honest, most people still think of the physical as the <i>'real'</i> because that's where our stuff is.
"So, for most, things that only effect these cyber '[[shadow worlds|mech shadow worlds]],' by way of paths through those worlds, and do so for their own sake aren't worth the price of having to learn the [[arcane secrets|mech arcane]] for something less impactful than entertainment."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"For all we talk of [[cyberspace|mech cyberspace]] as a shining city or the [[cyber domain|Cyber domain]] as a [[hostile hellscape|mech cyber environ]], it is, as always, the people who make a place.
"These [[shadow worlds|mech shadow worlds]] are just like our real world, just with physical distance. While most of us focus on the parks an playgrounds, you have all manner of dangers lurking in the background for the unwary and unaware.
"Like in everyday life, the gratest range of threats are from criminals. People looking for any opportunity to exploit. There are pickpockets and theives, con artists, and entire virtual equivilants of speakeasies and thriving underground markets engaging in all manner of illicit trade.
"Less common, and more dangerous, are the nations and individuals who are already fighting the next war. Some are working information operations, pushing propaganda and disinformation to change the way we think and act. Others view the conflict as a fact which simply hasn't reached your physical body yet. Whether they have concrete geo-political goals or just want to hurt you to learn what color your blood is.
"Regardless of their means or methods, they own and operate through the 'space' within the virtual. Through servers and malware they have their own fortresses, outposts and explorers. And with all of this they seek to achieve [[real effects|mech requirements]]."
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
<<set $shadow_world to 1>>\"Most people don't really understand the [[shadow worlds|mech shadow worlds]] of [[cyberspace|mech cyberspace]] or the [[cyber domain|Cyber domain]] and their [[layered|mech OSI]] nature. Often, they think that because it was built it is mapped and controlled when much of it is barely known or understood by those who use it the most.
"They certainly have yet to realize how much the cyber domain is a hostile place; A virtualized combination of the surface of the moon and Afghanistan's Kunar province during the [[height of war|mech threats]].
"The environment itself requires work to interact with. While many of us work with computers every day, operating in the cyber domain is more like getting into flight than walking across the room.
"Once you're there, it will destroy all that effort at a moment's notice if you lack proper preperation and care. Entropy is like like moon dust, getting into everything and destroying whatever it touches- especially all the mechanisms keeping you connected.
You:
Say "[[Thank you.|mechanist continue]]"
[[Nod and step away.|guildhall main hall]]
"Techno-magic is, in essence, the inverse of [[technomancy|med mancy]].
"A technomancer uses [[mythic|med mythic and arcane]] concepts to learn about, understand, and discuss technical reality. They dip into the wells of [[magical|med magic]], metaphysical, and even fantastical for language and concepts to describe a provable, scientific reality.
"By contrast, a digital mage, techno-pagan, or other practitioner of techno-magic uses the technical and scientific equipment and approaches as part of their mystic practices.
"Most modern, western practitioners of mystic arts are generalized, steriotyped, as being from earth-based religions. Pagans are <i>'known'</i> for being focused on connecting with the spiritual by way of nature. More general views often recognize their connection to every-day life. However, like most steriotypes, this misses the vast variety among practicioners.
"Even modern nature-based pagan practices have a history of trading concepts with much more formalized, 'civilized' practices. One influential example is the Golden Dawn which, in turn, borrowed heavily from midieval alchemy. While the scientific practices of alchemy have 'grown up' to become the foundations of modern chemistry, its more metaphyiscal aspects has roots in Kabbalah and eastern mysticism.
"And then you have [[chaos magic|chaos magic]]... Sometimes referred to as 'success magic' or 'results-based magic', of which Peter J. Carroll said <i>"Magic will not free itself from occultism until we have strangled the last astrologer with the guts of the last spiritual master."</i>
"It should be little surprise then, that there are practitioners who would incorporate technology in their mystic practices. In its aspect as part of every day life, as a channel for energy, and as a gateway to the less physical."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] Most technicians have their own sanctuaries; offices, workshops, dens...
Places of power central to their practice. As you learn the ways of technomancy you should learn to place mental tools in these spaces much like you do your physical tools, and should learn how to build virtual spaces within your mind as easily as we find those places in cyberspace.
Common spaces and representations provide shared understanding. Sharing new designs is how the tower grows, and the wealth of the guild is increased. Those who seek to learn more ultimately move beyond basic frameworks that can be provided for them. Common tools should be kept more convenient and skills specialized beyond the norm must be stored in spaces of custom design.
But, there will always be some spaces that are too specific, too custom, and too personal for sharing.
I believe in intuition and inspiration. Imagination is more important than knowledge. For knowledge is limited, whereas imagination embraces the entire world, stimulating progress, giving birth to evolution. It is, strictly speaking, a real factor in scientific research.
-Albert Einstein, Cosmic Religion : With Other Opinions and Aphorisms
"The world before our discovery of quintessence the world was a shallow, hollow thing. The grandest of rites have fundamentally changed the relationships of the [[vulgar|med vulgar]] and [[transcendental|med transcendental]]. Awakening the [[shadow worlds|mast shadow worlds]], carving the paths we have between this world and those.
The greatest powers require knowing how to manipulate the fabric of the shadow realms, and the spirits and substances you encounter there. But, if the thought is "what can I do there," we become birds that have broken our legs.
Many specialists, artisans of their specific school, are hailed and vaunted because they are capable of great wonders within the domain, and we've discovered that those societies where the barriers are thinnest love those miracles so much that their reliance has made them vulnerable to attacks within that domain without even the challenge of re-crossing.
"We are all intimately familiar with the three dimensions of the physical world. Four if we include that eternal tumbling fall we are all taking through time.
"What fewer people think about are the implications of additional dimensions. However, these are prevalent in [[myth|med mythic and arcane]].
"One common version of a single additional dimension is the visions of heaven and hell. This is found in many religions, particularly the Abramic traditions of Christianity and Islam. Clearly these worlds are neither above nor below us, but they are thought of as adjacent to our own. Another parallel layer, found less in the dogma of those religions but commonly believed in, is the idea of some sort of ghostly realm. A world parallel to both our own and the realms of the dead, but close enough to us that whatever [[barrier|med wall]] seperates them might be bridged or pierced easily.
"In [[techno-magic|med techno-magic]] it becomes interesting that there is evidence in quantum physics that there are at least [[13 dimensions]] to reality. In the words of Robert A. Heinlein <i>'One man's "magic" is another man's engineering. "Supernatural" is a null word.'</i>
"But a [[technomancer|med mancy]] is more interested that, with this concept, the idea of [[worlds of shadow|med shadow worlds]] becomes easier."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "If we accept that there is an [[eldritch reality|med shadow worlds]], it should be immediately obvious that there is a barrier is between our every day world and the realms beyond. We do not [[naturally and normally perceive|med illuminate]] these other worlds, nor do we find ourselves unwittingly within these planes.
"This veil, the wall between our worlds and others, is paper thin in some places. In others it is a gauntlet; a shell impenetrable and immobile.
"To gain access to the [[possibilities|med effects]] of those shadow worlds requires understanding how to cross and recross the threshold between. Knowing where the barrier is [[thinnest|med paths]] and where it is unbreakable.
"There are other veils, horizons, and gauntlets that exist within these networks, created deliberately or discovered incidentally."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] One map of [[multidimensional reality|med multidimension]] that takes little account of [[shadow worlds|med shadow worlds]] in favor of simple, mechanical operations looks like this:
1 Length – linear distance; a single axis along which an observer can travel. Forward/Backward
2 Width – planar distance; an alternate axis along which an observer can travel to reach diverging lines. Left/Right
3 Height – areal distance; all possible physical points within the universe as directly perceived by humans. Up/Down
4 Time – linear duration; deterministic “worldline.” Chronal/Achronal
5 Probability – planar duration; alternate causally connected worldlines diverging at specific potential inflection/decision points creating a spacetime “tree” for a traditional “multiverse” of alternate realities. Likely/Unlikely
6 Possibility – areal duration; containing all possible states for a physical universe such as ours, including non-causally connected worldliness. Possible/Impossible
7 Phase– linear nature; alternate possible universes along which a set of related physical laws shift.
8 Frame – planar nature; alternate possible universes along which unrelated sets of physical laws shift. Literally; frame of reference.
9 Character – areal nature; informational patterns that describe general tendencies towards one kind of existence over another, including those that cannot even be expressed as physical universes.
10 Singularity – conceptual unity of fundamental nature of the universe as we perceive it is met providing a point.
Remember, just because in an infinite multiverse all possibilities must be true somewhere doesn’t mean you can get there from here...
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "When describing cyberspace technicians discuss transfer of information, data, electrons, photons, magnatism, bits, bytes, frames, packets... and the media, mechanisms, and measurements of each varies almost as fast as it can be learned.
"We've worked hard as a civilization to build it. But, the [[technomancer|med mancy]] is more than comfortable abstracting these electro-magnetic information fields as the modern incarnation of [[luminiferous aether|luminiferous aether]] even as they understand it is brought to us by the ubiquity of [[ethernet|ethernet]] and its wireless successors.
"In this framework, the primary [[barrier|med wall]] to the [[shadow worlds|med shadow worlds]] is simple lack of connectivity. The limitations of the photons and electrons that carry this media through the unseen aspects of air and earth, hidden within the folds of space.
"Of course, that's the entire basis of the [[Grand Rites|med great rite]]."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "We describe the [[other realms|med shadow worlds]] as existing behind the air and below the earth or within the folds of time and space. This [[arcane|med mythic and arcane]] language is conceptually tied to [[multidimensional reality|med multidimension]], but is also a literal discription of [[explicit truths|med cyberspace]] we often discribe away in the various forms of [[aether|aether]]."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] Double-click this passage to edit it.
unsustainable
ungrounded
untethered
in the beginning of his 1988 book <u>A Brief History of Time</u> Stephen Hawking relates:
A well-known scientist (some say it was Bertrand Russell) once gave a public lecture on astronomy. He described how the earth orbits around the sun and how the sun, in turn, orbits around the centre of a vast collection of stars called our galaxy. At the end of the lecture, a little old lady at the back of the room got up and said: "What you have told us is rubbish. The world is really a flat plate supported on the back of a giant tortoise." The scientist gave a superior smile before replying, "What is the tortoise standing on?" "You're very clever, young man, very clever," said the old lady. "But it's turtles all the way down!""In the text <i><u>Magick Without Tears</u>/i> Aleister Crowley wrote <i>'The Great Work is the uniting of opposites. It may mean the uniting of the soul with God, of the microcosm with the macrocosm, of the female with the male, of the ego with the non-ego.'</i>
"The great works, or great [[rites|med rite]], of [[technomancers|med mancy]] are things like the discovery of fire, the harnessing of electricity, and the construction of global information networks that comprise the [[Internet|med cyberspace]].
"Things that fundimentally change our relationship with information, technology, and our ability to use these things to further change the world around us.
"If the world before the harnessing of fire was a dark place, the world before the discovery of [[quintessence|quintessence]] was a shallow, hollow thing. With our explorations of the [[shadow worlds|med shadow worlds]], the planes ethereal and astral, we have discovered depths unknown and, as yet, unfathomed.
"These umbral lands remain separate, [[walled away|med wall]]. For some this is the new Great Work; that the [[chains|med paths]] we have built between this world and those should cut so deeply into the wall of worlds that the boundary between should vanish and its mightiest points be mere tatters in the transcendental winds."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Quintessence is the Latinate name of the [[fifth element used by medieval alchemists|alchemy aether]] for a medium similar or identical to [[that thought to make up the heavenly bodies|greek aether]]."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "In the [[wall of worlds|med wall]] there exist channels carved between like valleys and passes in a range of mountains. These routes are called by many names by different cultures; ley lines, dragon paths, songlines, telluric currents. Where they lay the worlds are brought close. Among their twists and turns are many crossroads, each a nexus where it becomes easy to slip between [[realities|med shadow worlds]].
"Technicians have their own equivilant, core network backbones and hubs. Every backhaul line for the [[internet|med cyberspace]] is a path of power, and those who stand on the exchange points gain immense power from their proximity to these fonts of power."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] <<if $childloc>>\
<<display 'Child end'>>\
[[Step away.|tower door]]
<<else>>\
<<display 'Child start'>>\
<<set $childloc to "tower">>\
<<endif>>\"We all know what magic is.
"Whether it's works of will, works of the divine, or otherwise, we have a general concept of <i>'magic'</i>.
"For all that it leans on the [[mythic|med mythic and arcane]], [[technomancy|med mancy]] is not a path to casting spells. Those seeking to create magic through application of technological principals are better served looking for information on [[techno-magic|med techno-magic]] or [[chaos magic|chaos magic]].
"Someone who wants to build [[technology driven by magic|med magitech]] would probably be deeply interesting to a technomancer. But, not inherently a technomancer.
"Technomancers learn, evaluate, and build technology through understanding magical principals and work to produce [[technological effects|med effects]] using that synthisis as foundation and inspiration."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Magitech, technology driven by true [[magic|med magic]], is generally [[fantasy or myth|med mythic and arcane]]. Whether it's extra-physical energy sources or coherance with magical principles like sympathy or correspondence by definition it doesn't work scientifically.
"[[Technomancy|med mancy]] will talk about things in terms of correspondences and invocations, because they're useful conceptually and inspirationally. But, a technomancer won't generally believe in such things until proven.
"If you've got a device you think is working on mystical principles, be really sure.
"Then patent it."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "And then you have chaos magic... Sometimes referred to as 'success magic' or 'results-based magic', of which Peter J. Carroll said <i>"Magic will not free itself from occultism until we have strangled the last astrologer with the guts of the last spiritual master."</i>
"This is a [[magic|med magic]] tradition that works well with [[technomancy|med mancy]] or [[techno-magic|med techno-magic]] because it focuses on effects and results rather than many of the [[obscure and arcane|med mythic and arcane]] trappings many mystic practices do.
"If you're realizing you're looking that more than technomancy, I'll suggest a google search for <a href="https://www.google.com/search?=anKMXpirBsX4wAOTkILoCg&q=%22Archtraitor+Bluefluke%22+%22The+Complete+Psychonaut+Field+Manual%22"><i><u>The Complete Psychonaut Field Manual</u></i> by Archtraitor Bluefluke.</a>"
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "The term aether has a long and storied [[history|aether history]], it has clear applications and links for someone trying to use the power of joining [[myth and arcana|med mythic and arcane]].
"The legacy of [[magic smoke|magic smoke aether]] and [[ethernet|ethernet]] are just the tip of an iceberg linking it more closely with electronic technology than some technicians are aware of.
"Ultimately, variations on the term can cover electricity, magnitism, light, and the various data fields technicians and [[technomancers|med mancy]] build within them."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "There are numerous [[magic|med magic]] traditions, most provide their practitioners formulae by which to produce [[effects|med effects]]. These are generally called <i>spells</i>.
"Often, developing the ability to cast spells generally requires some version of an [[arcane will|arcane will]]. The specifics vary from tradition to tradition, and are heavily influenced by [[belief|med inception]] of the practitioners.
"Some, like [[chaos magic|chaos magic]], break these practices down to their component pieces to make building new methods easier. While [[technomancy|med mancy]], like [[techno-magic|med techno-magic]], takes such a pragmatic approach, working of a three-phase [[engine of creation|med engine]]."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "The engine of creation is a formulation for [[magic|med magic]] and [[non-magical|med mythic and arcane]] [[procedures|med acts]] designed to produce specific [[effects|med effects]], such as [[spells|med spell]].
"Ironically, one of the clearest and most resonant articulations of this is through an archaic Christian ritual of excommunication by anathema; bell, book, and candle. A more neutral articulation is [[Will|spell will]], [[Working|spell work]], [[Word|spell word]]."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "The first part of an active [[procedure|med acts]] is the Will, the Candle.
"This is the source of power. The motive energy and driving force. Whether an the action is powered by spirit, flame, electromagnetism, or some other source, before a working can be complete it must have a source of power. The amount of power needed is proportional to the effect desired. A pebble can do to a stream what a bolder does to a river. Also said, an ounce of prevention is worth a pound of cure.
"Often the most elegant of [[Work|spell work]] will be utterly ineffective without an appropriate source of Will.
"In [[technomancy|med mancy]], this is replaced by 'commencement.' Sometimes called an overture or preparation, the commencement is an activation of the technomancer’s [[arcane will|arcane will]], making it available for use in a specific manner.
"A single commencement may be used to begin multiple [[invocations|med invocation]], or part of a [[rite|med rite]], depending on their relationship, much like opening a command line or summoning a specific spirit. This is because the technomancer's arcane will is inevitably tapping into some form of [[aether|aether]] as its source of power."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "Generally the second component of a [[spell|med spell]] is the Working, or the Book.
"This is the means by which energy is shaped into action. The concept and method of using energy to engender change. This may be mantras or rituals for spiritual works or (al)chemical reaction, programs, or electronic devices.
"This is the stage in which intent is built and refined. Generally, this is where competence or skill is most important along with endurance to perform the hard work. Workings are often constructed or prepared in advance, before needed and without being connected to their intended source of energy.
"Depending on the power required for a procedure and its complexity the [[Will|spell will]] and Working may be simultaneous or weave back and forth to build before moving on to the [[Word|spell word]] once complete.
"For [[technomancer|med mancy]] this may be described as 'construction.' Building or activating relevant processes and issuing commands."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] "The final part of a [[spell|med spell]] is the Word, or Bell.
"This is the point of release or engagement of a working. The moment in which something which has been conceptualized becomes actualized. The moment of the act leaves behind the concerns of intent and carries with it ramifications of consequence, requirement of certainty, and potential for regret.
"In a simple procedure, the [[Will|spell will]], [[Working|spell work]], and Word may be executed in unison. More complex, detailed procedures might involve gradual transitions back and forth between Will and Working, ultimately culminating in the Word.
"A [[technomancer|med mancy]] would describe this as 'completion,' though the details are much the same as the Word or bell."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] You stand at a fork where a road diverges.
To the [[west|start crossroad]] is a single road. It starts between a pair of pillars, each built of seven blocks of different colors, and leads into a set of low hills.
To the east, trees flank a set of three diverging roads and a trio of knights have made [[camp|CIA camp]] under the trees.<<if previous() is "start crossroad">>\
As you continue on the road you come to a tree under which three knights have made [[camp|CIA camp]].
[[Continue on.|CIA gate]]
[[Go back.|start crossroad]]
<<elseif previous() is "CIA gate">>\
As you continue on the road you come to a tree under which three knights have made [[camp|CIA camp]].
[[Continue on.|start crossroad]]
[[Go back.|CIA gate]]
<<elseif previous() is "CIA camp">>\
You step away from the three knights' [[camp|CIA camp]].
The road stretches off to the [[west|start crossroad]] and [[east|CIA gate]].
<<else>>\
You stand on a road that stretches off to the [[west|start crossroad]] and [[east|CIA gate]].
On the north side is a tree under which three knights have made [[camp|CIA camp]].
<<endif>>\<img src="http://resources.technomancer.info/Images/CIA/trio.png" width="91" align="left" title="CIA">Under the boughs of the tree a <i>triad</i> of knights have made camp.
The first greets you warmly, his helm off but close at hand and his face open. His shield is close at hand, but its face is turned away to increase the [[availability|availability]] of its grips.
The second greets you tersely. Her helm is off, showing an honest face, and her shield bears the symbols of lantern and a balance or scales; signs of [[integrity|integrity]].
The third wears a helm concealing their face and their shield carries a thick coat of dark lacquer; keeping the [[confidentiality|confidentiality]] of their identity.
Around the edges of the camp a [[child|child CIA]] plays.
[[Step away.|CIA Triad]]
<<if $invoke is "triad">>\
<i>CIA Triad</i>
<<elseif $invoke is "CIA Triad">>\
<<else>>\
<<endif>>\The master of the guild sits at a small desk. It seems oddly out of place in a room filled with various types tables for groups to gather and eat. On the table is a candle and several piles of paper.
They're small, wiry and full of a high-strung energy. They hold a wand like a quill or stylus, writing on one of the sheets, until they notice you draw close. As their attention moves you you they shift grip on the wand and the pages vanish as if they were never there.
They wait, watching you, with an eybrow raised in expectation.
[[master science and magic]]
[[Step away.|guildhall main hall]]
You:
<<if ($technomancer_what) and (`visited("mast mancer") < 1`)>>\
Say "[[Are you a technomancer?|mast mancer]]"
<<endif>>\
<<if visited("mech mancer")>>\
Say "[[What is technomancy?|mast mancy]]"
<<endif>>\
<<if $initiation_what>>\
Say "[[What can you tell me about becoming a technomancer?|master initiation]]"
<<endif>>\
<<if $hack_reality>>\
Say "[[What can you tell me about hacking reality?|master reality hack]]"
<<endif>>\
[[What is this place?|master what]]
[[Step away.|guildhall main hall]]Double-click this passage to edit it."On the Sending Out of the Soul is an eight-page pamphlet on astral projection which appears in Henry Kuttner's Lovecraft Mythos short story "Hydra" (1939).
"According to the story the pamphlet appeared in Salem, Massachusetts in 1783 and circulated among [[occult|med magic]] groups. Most copies were destroyed in the wake of a series of grisly murders...
"Look, we're talking about [[teaching technology using magic|med mancy]], you're going to get some weird stuff thrown in."
You:
Say "[[Thank you.|med continue]]"
[[Nod and step away.|guildhall main hall]] Saining is a blessing, protecting, or consecrating ceremony that involves granting or taking names.
A summoning name is a name by which you are called, discovered, and identified by all you might meet or might seek you.
Username or public key.
Your true name must remain hidden, secret, and safe. It is what you are called in the worlds of magic and for others to gain it gives them immeasurable power over you.
Password or private key.
The master uses one hand to bounce the tip of the wand off the palm of the other.
"[[Technomancer|mast mancy]]? Why, yes, I suppose I would be one of those.The master twirls their wand absentmindedly.
"The suffix -mancy comes from the greek <i>'manteia'</i> meaning 'divination.' Many words using this suffix have taken on far more magically active aspects through fiction, such as necromancy, geomancy, hieromancy, and pyromancy.
"However, technomancy very much uses this in the original sense of guessing or discovering secrets or the future through intuition or insight.
"Most technicians are in the same buisness as mechanics. Maintenance and repair. A smaller number move on to the world of engineering. Developing and deploying new and innovative solutions. Both are highly pragmatic and generally focus on what the needs of the moment are.
"In some ways technomancy is more related to the approach of computer science. A true technomancer is as fascinated with the archaic as the novel. Not as a distraction or entertainment, but because these things remain informative to how the newer technologies still work at their foundations."<<if previous() is "NIC">>\
You stand near the helmsman of a ship that sails a silver sea.
As you approach a row of islands the air and water refract, splitting into a cascade of rainbows. A pilot leads the ship through a channel to get beyond the barrier. The farther through the channel you pass the more the light shifts until the barrier lay behind you to your east and the bow heads [[west|physical ship]].
<<else>>
You stand near the helmsman of a ship that sails a vast, crimson sea. The sky overhead boils, angry, red, and filled with lightning that crashes into the sea.
As you approach a row of barrier islands the sky calms and the sea stills. A pilot comes across and leads the ship through a channel where the water fades from red to silver.
Soon, you draw into a deep-water poort and a boat is lowered that can take you across to a great [[port|NIC]] you can see on the near shore of the northern island.
One of the seamen on the boat draws out a [[chart|motherboard]] of the islands.
<<endif>>\
<<unset $motherboard_entry>>\You gaze upon the isles of the House of Spirits. At its northernmost tip sits the Temple of Aether. The structures are built of stones flattened by shamans to trap lighting that they may think.
The entire landscape is not without, but within. Floating upon the sea of the Real; a part but apart. These isles are the <i><b>mother</b></i> of those eidolons that haunt the astral realms and <i><b>board</b></i> upon which the avatars of humanity play their games in the etherial domains.
<b>IMAGE</b>
<<if $a is 1>>\
[[heat sink]]
<<endif>>\
<<if previous() is "physical layer network">>\
<<set $motherboard_entry to previous()>>\
[[Look away.|physical layer network]]
<<elseif previous() is "I/O">>\
<<set $motherboard_entry to previous()>>\
[[Look away.|I/O]]
<<elseif $motherboard_entry is "physical layer network">>\
[[Look away.|physical layer network]]
<<elseif $motherboard_entry is "I/O">>\
[[Look away.|I/O]]
<<else>>\
[[CPU]]
<<endif>>\
<if $invoke is "motherboard">>\
A motherboard (alternatively known as the mainboard, main circuit board, system board, baseboard, planar board or logic board, or colloquially, a mobo) is the main printed circuit board (PCB) found in general purpose computers and other expandable systems. It holds, and allows, communication between many of the crucial electronic components of a system, such as the central processing unit (CPU) and memory, and provides connectors for other peripherals. Unlike a backplane, a motherboard usually contains significant sub-systems such as the central processor, the chipset's input/output and memory controllers, interface connectors, and other components integrated for general purpose use and applications.
Motherboard specifically refers to a PCB with expansion capability and as the name suggests, this board is often referred to as the "mother" of all components attached to it, which often include peripherals, interface cards, and daughtercards: sound cards, video cards, network cards, hard drives, or other forms of persistent storage; TV tuner cards, cards providing extra USB or FireWire slots and a variety of other custom components.
Similarly, the term mainboard is applied to devices with a single board and no additional expansions or capability, such as controlling boards in laser printers, televisions, washing machines, mobile phones and other embedded systems with limited expansion abilities.
<<endif>>\You stand in a port on the shore of a silver sea. The ships coming in bear all manner of strange things from a <i>network</i> of far away lands they <i>interface</i> with, though their owners and <i>controllers</i> remain here.
Over it all you hear a far off set of regular ticks, with the occasional gong interspersed, setting a regular timing to all the motion.
You can tell that the docks are new here. If you look closely you can see where they were [[movable|expansion card]], once. But they have been anchored here and improved to make their operations much faster and more efficient
You can head out to one of the [[departing ships|physical layer network]] or up into the [[city|PCI-E]].
A NIC is either network interface controller or network interface card. This component may also be called a network adapter, LAN adapter or physical network interface, or other similar terms. It is a computer hardware component that connects a computer to a computer network.
You stand on the shore of a crimson sea. A set of regular ticks echo across the islands, with the occasional gong interspursed. These unearthly sounds set a regular timing to all the motion.
Over you looms a great statue of a windblown man holding forth a great trident.
It's a busy place, dominated by a queue of the most generic busses you have ever seen.
<i><b>Universal</i></b>
<i><b>Serial</i></b>
<i><b>Bus</i></b>
<i>input</i>
<i>output</i>
You can head up onto the [[island|southbridge]].
The sign for the bus queue is a glyph of a trident, and the busses will transport you [[elsewhere|I/O]].
Universal Serial Bus (USB) is an industry standard that establishes specifications for cables and connectors and protocols for connection, communication and power supply between computers, peripheral devices and other computers.
USB was designed to standardize the connection of peripherals to personal computers, both to communicate with and to supply electric power. It has largely replaced interfaces such as serial ports and parallel ports, and has become commonplace on a wide range of devices.
USB connectors have been increasingly replacing other types for battery chargers of portable devices.
Examples of peripherals that are connected via USB include keyboards, pointing devices, digital still and video cameras, printers, portable media players, disk drives and network adapters.You sit on a small boat in the midst of a crimson sea.
It is clearly past its prime, but was once a <i><b>super</b></i> means to get <i><b>in</b></i> or <i><b>out</b></i> of the isles.
<<if previous() is "I/O">>\
A set of regular ticks echo across the water from far away, with the occasional gong interspursed.
As you approach the island you are heading towards a [[set of ruins|LPC]] or [[small village|ISA]] on either side of a [[bay|PCI bus]].
<<elseif previous() is "Legacy">>\
As the distant gong rings out you leave the island, an <i>output</i> heading towards the [[mainland|I/O]].
<<elseif previous() is "ISA">>\
As the distant gong rings out you leave the island, an <i>output</i> heading towards the [[mainland|I/O]].
<<elseif previous() is "PCI bus">>\
As the distant gong rings out you leave the island, an <i>output</i> heading towards the [[mainland|I/O]].
<<else>>\
[[INPUT WARNING|I/O]]
<<endif>>\
Super I/O is a class of I/O controller integrated circuits that began to be used on personal computer motherboards in the late 1980s, originally as add-in cards, later embedded on the motherboards. A super I/O chip combines interfaces for a variety of low-bandwidth devices.
The original super I/O chips communicated with the central processing unit via the ISA bus. With the evolution away from ISA towards use of the PCI bus, the Super I/O chip was often the biggest remaining reason for continuing inclusion of ISA on the motherboard.
Modern super I/O chips use the Low Pin Count (LPC) bus instead of ISA for communication with the Central processing unit. This normally occurs through an LPC interface on the southbridge chip of the motherboard.
The functions below are usually provided by the super I/O if they are on the motherboard:
A floppy-disk controller
An IEEE 1284-compatible parallel port (commonly used for printers)
One or more 16C550-compatible serial port UARTs
An embedded controller and/or keyboard controller that is sometimes connected to a PS/2 keyboard and/or mouse interface.
An Intel 8254-compatible programmable interval timer
A battery-backed real-time clock and nonvolatile BIOS memory
Most chips include some additional low-speed devices, such as:
Temperature, voltage, and fan speed sensors
Chassis intrusion detection
Pulse-width modulation fan speed control
A serial BIOS ROM interface (if the ROM is not directly on the LPC bus itself)
An infrared port controller
A game port (not provided by modern super I/O chips anymore because Windows XP is the last Windows OS to support a game port)
A watchdog timer
A consumer IR receiver
a MIDI port
Some general-purpose input/output pins
Legacy Plug and Play support for the included devicesYou stand on the shore of a crimson sea. A set of regular ticks echo across the islands, with the occasional gong interspursed. These unearthly sounds set a regular timing to all the motion.
You move among the ruins of a vanished place. The <i>legacy</i> of a civilization now vanished. A few broken pillars stand in a group like <b><i>low pin</i></b>s. You <b><i>count</i></b> the handful of them. Among the ancient structures you find a [[vault|TPM]].
A handful of [[boats|Super I/O]] slip in here with their loads, <i>inputs</i> to these lands. Others going out serve as ferries and smugglers, taking other <i>outputs</i> to the nearby mainland shore.
The only evidince of inhabitants now look to be [[itenerant|expansion card]]. The ticks echo across the structures as dust devils rise.
You can walk along the shore of the [[bay|PCI bus]], or go up onto the [[island|southbridge]].
The Low Pin Count bus, or LPC bus, is a computer bus used on IBM-compatible personal computers to connect low-bandwidth devices to the CPU, such as the boot ROM, "legacy" I/O devices (integrated into a super I/O chip), and Trusted Platform Module (TPM). "Legacy" I/O devices usually include serial and parallel ports, PS/2 keyboard, PS/2 mouse, and floppy disk controller.
A legacy port is a computer port or connector that is considered by some to be fully or partially superseded. The replacement ports usually provide most of the functionality of the legacy ports with higher speeds, more compact design, or plug and play and hot swap capabilities for greater ease of use. Modern PC motherboards use separate Super I/O controllers to provide legacy ports since current chipsets do not offer direct support for them. A category of computers called legacy-free PCs omits these ports, typically retaining only USB for external expansion.
The original super I/O chips communicated with the central processing unit via the ISA bus. With the evolution away from ISA towards use of the PCI bus, the Super I/O chip was often the biggest remaining reason for continuing inclusion of ISA on the motherboard. Modern super I/O chips use the LPC bus instead of ISA for communication with the Central processing unit. This normally occurs through an LPC interface on the southbridge chip of the motherboard.
You stand in the fishing village of ISA on the shore of a crimson sea.
Over the noise of the village you hear a set of regular ticks echoing across the islands, with the occasional gong interspursed. These unearthly sounds set a regular timing to all the motion.
This village was obviously once a center of <i><b>industry</b></i> that once set the <i><b>standard</i></b> among such places. The <i><b>architecture</i></b> of the village belies how diminished it is. The remaining boats come in with their loads of fish, <i>inputs</i> to these lands. Others going out serve as ferries, loading up musicians, artists, and other <i>outputs</i> to the mainland.
A [[boat|Super I/O]] sits in a nearby slip to take you to the nearby shore of the mainland, you can continue along the shore of the [[bay|PCI bus]], or you can go up onto the [[island|southbridge]].
Industry Standard Architecture (ISA) is the 16-bit internal bus of IBM PC/AT and similar computers based on the Intel 80286 and its immediate successors during the 1980s. The bus was largely backward compatible with the 8-bit bus of the 8088-based IBM PC, including the IBM PC/XT as well as IBM PC compatibles.
Originally referred to as the PC/AT-bus, it was also termed I/O Channel by IBM. The ISA term was coined as a retronym by competing PC-clone manufacturers in the late 1980s or early 1990s as a reaction to IBM attempts to replace the AT-bus with its new and incompatible Micro Channel architecture.
The 16-bit ISA bus was also used with 32-bit processors for several years. An attempt to extend it to 32 bits, called Extended Industry Standard Architecture (EISA), was not very successful, however. Later buses such as VESA Local Bus and PCI were used instead, often along with ISA slots on the same mainboard. Derivatives of the AT bus structure were and still are used in ATA/IDE, the PCMCIA standard, Compact Flash, the PC/104 bus, and internally within Super I/O chips.
The original Super I/O chips communicated with the central processing unit via the ISA bus. With the evolution away from ISA towards use of the PCI bus, the Super I/O chip was often the biggest remaining reason for continuing inclusion of ISA on the motherboard. Modern Super I/O chips use the LPC bus instead of ISA for communication with the Central processing unit.
As the distant gong rings out you find yourself looking across a cluster of houseboats in a small bay. With each tick echoing across the water, some boats close ready to ferry you out.
from your <i>Peripheral</i> vision you see
<i>Component</i>s
<i>Interconnect</i>
[[Bus|bus]]
You can walk along the shore of the bay, one way will bring you to some [[ruins|LPC]] while the other direction will bring you to a small [[fishing village|ISA]]. Or you can go up onto the [[island|southbridge]].
If waiting boats will take you to the [[mainland|Super I/O]] or some [[floating docks|expansion card]].
Conventional PCI (Peripheral Component Interconnect) is part of the PCI Local Bus standard. It is a local computer bus for attaching hardware devices in a computer, supporting the functions found on a processor bus in a standardized format that is independent of any particular processor's native bus. Devices connected to the PCI bus appear to a bus master to be connected directly to its own bus, are assigned addresses in the processor's address space, and are synchronous to a single bus clock.
As the distant gong rings out you find yourself on the side of the mountain that forms the bulk of Southbridge. This imaginative name for the island comes from its location south of the bridge that connects to the [[northern island|northbridge]].
<<if $northbridge is 1>>\
The ticks and gongs are farther away, more echoes than the raw sounds themselves. The terrain is rougher, and the roads unpaved, making the people you see move slower than they do on the northern isle. Still driven by the same pulse, but forced to be less rushed by it.
<<endif>>\
<<set $southbridge to 1>>\
With each tick you look about.
To one side is a small [[bay|PCI bus]] with a [[fishing village|ISA]] to one side and a cluster of [[ruins|LPC]] on the other.
[[USB]]
[[library|SATA]]
[[Fortress|CMOS]]
The southbridge is one of the two chips in the core logic chipset on a personal computer (PC) motherboard, the other being the northbridge. The southbridge typically implements the slower capabilities of the motherboard in a northbridge/southbridge chipset computer architecture. In systems with Intel chipsets, the southbridge is named I/O Controller Hub (ICH), while AMD has named its southbridge Fusion Controller Hub (FCH) since the introduction of its Fusion AMD Accelerated Processing Unit (APU).
The southbridge can usually be distinguished from the northbridge by not being directly connected to the CPU. Rather, the northbridge ties the southbridge to the CPU. Through the use of controller integrated channel circuitry, the northbridge can directly link signals from the I/O units to the CPU for data control and access.
In computer architecture, a bus (a contraction of the Latin omnibus) is a communication system that transfers data between components inside a computer, or between computers. This expression covers all related hardware components (wire, optical fiber, etc.) and software, including communication protocols.
Early computer buses were parallel electrical wires with multiple hardware connections, but the term is now used for any physical arrangement that provides the same logical function as a parallel electrical bus. Modern computer buses can use both parallel and bit serial connections, and can be wired in either a multidrop (electrical parallel) or daisy chain topology, or connected by switched hubs, as in the case of USB.
[[PCI-E]]
[[PCI bus]]
[[LPC]]
[[front-side bus]] <<if $expansion_entry is "PCI bus">>\
In computing, an expansion card, expansion board, adapter card or accessory card is a printed circuit board that can be inserted into an electrical connector, or expansion slot, on a computer motherboard, backplane or riser card to add functionality to a computer system via the expansion or PCI [[bus]].
Waiting boats will take you to the [[houseboats|PCI bus]],[[ruins.|LPC]], or [[great port.|NIC]].
<<elseif $expansion_entry is "NIC">>\
In computing, an expansion card, expansion board, adapter card or accessory card is a printed circuit board that can be inserted into an electrical connector, or expansion slot, on a computer motherboard, backplane or riser card to add functionality to a computer system via the expansion or PCI [[bus]].
[[Look away.|NIC]]
<<elseif $expansion_entry is "Legacy">>\
In computing, an expansion card, expansion board, adapter card or accessory card is a printed circuit board that can be inserted into an electrical connector, or expansion slot, on a computer motherboard, backplane or riser card to add functionality to a computer system via the expansion or PCI [[bus]].
[[Look away.|LPC]]
<<elseif $expansion_entry is "bus">>\
<<else>>\
[[bus]]
<<endif>>\
[[sound card]]
<<if previous() is "PCI bus">>\
<<set $expansion_entry to previous()>>\
<<elseif previous() is "NIC">>\
<<set $expansion_entry to previous()>>\
<<elseif previous() is "Legacy">>\
<<set $expansion_entry to previous()>>\
<<elseif previous() is "bus">>\
<<else>>\
<<endif>>\As the distant gong rings out you walk into a large room among the ruins.
With each tick you you explore. The heavy walls and defensive positions say that this was once a place <i><b>trusted</i></b> to hold fine things. To one side you find a <i><b>platform</i></b> with a podium. The short pillar has a complex locking mechanism that looks like it would recieve some type of <i><b>module</i></b> to unlock.
[[Leave.|LPC]]
Trusted Platform Module (TPM, also known as ISO/IEC 11889) is an international standard for a secure cryptoprocessor, a dedicated microcontroller designed to secure hardware through integrated cryptographic keys.
Trusted Platform Module (TPM) was conceived by a computer industry consortium called Trusted Computing Group (TCG), and was standardized by International Organization for Standardization (ISO) and International Electrotechnical Commission (IEC) in 2009 as ISO/IEC 11889.[1]
TCG continued to revise the TPM specifications. The last revised edition of TPM Main Specification Version 1.2 was published on March 3, 2011. It consisted of three parts, based on their purpose.[2] For the second major version of TPM, however, TCG released TPM Library Specification 2.0, which builds upon the previously published TPM Main Specification. Its latest edition was released on September 29, 2016, with several errata with the latest one being dated on January 8, 2018.
Trusted Platform Module provides
A random number generator
Facilities for the secure generation of cryptographic keys for limited uses.
Remote attestation: Creates a nearly unforgeable hash key summary of the hardware and software configuration. The software in charge of hashing the configuration data determines the extent of the summary. This allows a third party to verify that the software has not been changed.
Binding: Encrypts data using the TPM bind key, a unique RSA key descended from a storage key[clarification needed].
Sealing: Similar to binding, but in addition, specifies the TPM state[clarification needed] for the data to be decrypted (unsealed).As the distant gong rings out you find yourself on the side of the small mountain that forms the bulk of Northbridge. This imaginative name for the island comes from its location north of the bridge that connects to the [[southern island|southbridge]].
With each tick you look about. To the east sits a [[bustling town|PCI-E]]. To the west is a [[ramshackle encampment|RAM]]. To the north is a sharp ridge that creates a narrow isthmus. [[Wagons|front-side bus]] shuttle messengers back and forth across along the ridgeline. Beyond the isthmus you see another island-mount, this one topped with a temple complex.
<<if $southbridge is 1>>\
The ticks and gongs are closer than on the southern isle. The central mountain is lower, its gentle slope slowing traffic less. The people rush down roads paved with close-fitting cobbles to speed their motion. Everything is driven by the echoing pulse of ticks and gongs.
<<endif>>\
<<set $northbridge to 1>>\
A northbridge or host bridge is one of the two chips in the core logic chipset architecture on a PC motherboard, the other being the southbridge. Unlike the southbridge, northbridge is connected directly to the CPU via the front-side bus (FSB) and is thus responsible for tasks that require the highest performance. The northbridge, also known as Memory Controller Hub, is usually paired with a southbridge. In systems where they are included, these two chips manage communications between the CPU and other parts of the motherboard, and constitute the core logic chipset of the PC motherboard.
On older Intel based PCs, the northbridge was also named external memory controller hub (MCH) or graphics and memory controller hub (GMCH) if equipped with integrated graphics. Increasingly these functions became integrated into the CPU chip itself, beginning with memory and graphics controllers. For Intel Sandy Bridge and AMD Accelerated Processing Unit processors introduced in 2011, all of the functions of the northbridge reside on the CPU,[4] while AMD FX CPUs still require external northbridge and southbridge chips.
Separating the different functions into the CPU, northbridge, and southbridge chips was due to the difficulty of integrating all components onto a single chip. In some instances, the northbridge and southbridge functions have been combined onto one die when design complexity and fabrication processes permitted it; for example, the Nvidia GeForce 320M in the 2010 MacBook Air is a northbridge/southbridge/GPU combo chip.
As CPU speeds increased over time, a bottleneck eventually emerged between the processor and the motherboard, due to limitations caused by data transmission between the CPU and its support chipset. Accordingly, starting with the AMD Athlon64 series CPUs (based on the Opteron), a new architecture was used where some functions of the north- and southbridge chips were moved to the CPU. Modern Intel Core processors have the northbridge integrated on the CPU die, where it is known as the uncore or system agent.
As the distant gong rings out you find arrive at a giant stone book. It stands upright and open, its spine to the sea.
As each distant tick echoes its pages serve as a rippling portal as a string of messengers pass through. Those that leave bear scrolls, while those that arrive carry books of all description.
SATA. once called IDE.
Serial Advanced Technology Attachment
You can head up onto the [[island|southbridge]].
archives?crypts?[[Hard drive]]
<<if $invoke is "Serial Advanced Technology Attachment">>\
<i>SATA</i>
<<elseif $invoke is "SATA">>\
SATA (abbreviated from Serial Advanced Technology Attachment) is a computer bus interface that connects host bus adapters to mass storage devices such as hard disk drives, optical drives, and solid-state drives. Serial ATA succeeded the earlier Parallel ATA (PATA) standard to become the predominant interface for storage devices.
Serial ATA industry compatibility specifications originate from the Serial ATA International Organization (SATA-IO) which are then promulgated by the INCITS Technical Committee T13, AT Attachment (INCITS T13).
Parallel ATA (PATA), originally AT Attachment, is an interface standard for the connection of storage devices such as hard disk drives, floppy disk drives, and optical disc drives in computers. The standard is maintained by the X3/INCITS committee. It uses the underlying ATA and ATA Packet Interface (ATAPI) standards.
The Parallel ATA standard is the result of a long history of incremental technical development, which began with the original ATA interface, developed for use in early PC AT equipment. The ATA interface itself evolved in several stages from Western Digital's original Integrated Drive Electronics (IDE) interface. As a result, many near-synonyms for ATA/ATAPI and its previous incarnations are still in common informal use, in particular Extended IDE (EIDE) and Ultra ATA (UATA). After the introduction of Serial ATA (SATA) in 2003, the original ATA was renamed to Parallel ATA, or PATA for short.
Parallel ATA cables have a maximum allowable length of 18 in (457 mm). Because of this limit, the technology normally appears as an internal computer storage interface. For many years, ATA provided the most common and the least expensive interface for this application. It has largely been replaced by SATA in newer systems.
<<endif>>\As you stand within a red stone curtain wall that makes up the defenses of this fortress you <b><i>see moss</i></b> covers the red stones in a rust-colored coating.
There are a few structures within the yard, a [[small library|ROM]] to one side an [[observatory|CMOS Clock]], and a [[well|CMOS power supply]],
You can leave and go up onto the [[island|southbridge]].
<<if $invoke is "see moss">>\
<b><i>CMOS</i></b>
<<endif>>\
<<if $invoke is "CMOS">>\
<b><i>CMOS</i></b>
Nonvolatile BIOS memory refers to a small memory repository on PC motherboards that is used to store BIOS settings. It is traditionally referred to as non-volatile memory or NVRAM because, after the system loses power, it retains its state due to the CMOS battery when system and standby power is off. It is also called CMOS RAM because it uses a volatile, low-power complementary metal-oxide-semiconductor (CMOS) SRAM powered by a small battery.
The CMOS RAM and the real-time clock have been integrated as a part of the southbridge chipset and it may not be a standalone chip on modern motherboards.
Complementary metal–oxide–semiconductor (CMOS), also known as complementary-symmetry metal–oxide–semiconductor (COS-MOS), is a type of MOSFET (metal–oxide–semiconductor field-effect transistor) fabrication process for logic functions.
Two important characteristics of CMOS devices are high noise immunity and low static power consumption. CMOS devices do not produce as much waste heat as other forms of logic.
<<endif>>\the grand library. The librarians record the history of this land .
among the shelves create a repository for the greatest works to pass through this land. An occasional messenger arrives, taking archives and files elsewhere across the island.
Hard drive
[[SATA]]
[[crystal dome shelves]]
also;
internal removable media (cd/dvd, floppy/zip disks, tape drives?) - the crimson sea of the real.
You stand in the door of a small library filled with ancient scholars. They move slowly about, spending most of their time staring at their books and scrolls as if to <i><b>read</b></i> them. But, as you draw close, you see these are <i><b>only</b></i> blank paper, with nothing written upon them. Yet, you hear a few mutter as they run fingers along blank pages, as if following invisible lines of script in the page you realize their eyes are lost in <i><b>memory</b></i>.
In the midst of this strange library is a [[clear dome|BIOS]].
A bundle of cables and pipes leads into the building from the nearby [[well|CMOS power supply]] and across the yard is a short, round [[building|CMOS Clock]] with a dome of well-polished copper.
[[Step away.|CMOS]]
<<if $invoke is "read only memory">>\
<b><i>ROM</i></b>
<<endif>>\
<<if $invoke is "ROM">>\
<b><i>CMOS</i></b>
ROM, short for read-only memory, is a non-volatile technology used for this purpose. The terminology may be somewhat confusing as many types may be updated and most ROM types are also capable of random access.
However, writing to ROM is slow and memory must be erased in large portions before it can be re-written. Some embedded systems run programs directly from ROM because such programs are rarely changed. Standard computers do not store non-rudimentary programs in ROM and preferr to use large capacities of secondary storage.Within the short, round building is an observatory filled with devices for surveying and measuring celestial and terrestrial motion. In one wall is a giant timekeeping mechanism, you <b><i>see moss</i></b> covers many of its components even as the <b><i>clock</i></b> continues to work and is maintained by orange-clad workers.
As you examine the space you see the equipement is focused on the [[crystal|real time clock]] outside, recording its current activity relative to the universe beyond.
[[small library|ROM]]
[[Step outside.|CMOS]]
The CMOS clock is a logical clock stored in the BIOS chip on the system board. When the system is turned off, the CMOS records the most recent date and time, but that information is not updated while the machine is turned off.
The real time clock, located on the motherboard and powered by the same battery that maintains the memory of the CMOS setup is continually updated whether the system is turned on and reciving AC power or not.
[[PLL]]
The operating system maintains a logical clock in system memory while the computer is operating. The information is not maintained when power is off. When the computer boots up, the CMOS clock obtains the latest time and date from the real-time clock, and provides that information to the OS clock.You stand over an open well. Pipes and cables emerge from the depths along with a deep red glow. As you approach you can feel the power and energy pushing out against you from this heart of lightning. It is clear this source of aether provides power through the pipes and cables to supply the needs of the strange structures within the fortress.
The pipes and cables wander off across the yard of the [[fortres|CMOS]], but the largest bundles stretch towards a [[small library|ROM]] and a [[large crystal|real time clock]]
[[Climb down.|power supply connection]]
backup battery
A long life 3-volt button battery provides trickle power to a small block of memory that holds computer conifguration information and to power an internal real time clock and calendar.Gazing through the dome's surface, its contents tinted orange. Within is a lush and rich <b><i>bios</i></b>phere. The plants and animals appear to be the same as those elsewhere on the islands, steadily fed and cared for. A small ram wanders up, and you realize there's not entrance.
[[Step away.|ROM]]
BIOS
CMOS setup screen
firmware
BIOS (an acronym for Basic Input/Output System and also known as the System BIOS, ROM BIOS or PC BIOS) is firmware used to perform hardware initialization during the booting process (power-on startup), and to provide runtime services for operating systems and programs.[1] The BIOS firmware comes pre-installed on a personal computer's system board, and it is the first software to run when powered on. The name originates from the Basic Input/Output System used in the CP/M operating system in 1975.[2][3] The BIOS originally proprietary to the IBM PC has been reverse engineered by companies looking to create compatible systems. The interface of that original system serves as a de facto standard.
The BIOS in modern PCs initializes and tests the system hardware components, and loads a boot loader from a mass memory device which then initializes an operating system. In the era of DOS, the BIOS provided a hardware abstraction layer for the keyboard, display, and other input/output (I/O) devices that standardized an interface to application programs and the operating system. More recent operating systems do not use the BIOS after loading, instead accessing the hardware components directly.
Most BIOS implementations are specifically designed to work with a particular computer or motherboard model, by interfacing with various devices that make up the complementary system chipset. Originally, BIOS firmware was stored in a ROM chip on the PC motherboard. In modern computer systems, the BIOS contents are stored on flash memory so it can be rewritten without removing the chip from the motherboard. This allows easy, end-user updates to the BIOS firmware so new features can be added or bugs can be fixed, but it also creates a possibility for the computer to become infected with BIOS rootkits. Furthermore, a BIOS upgrade that fails can brick the motherboard permanently, unless the system includes some form of backup for this case.
Unified Extensible Firmware Interface (UEFI) is a successor to the legacy PC BIOS, aiming to address its technical shortcomings.
A series of pipes and cables hold a large, clear <i><b>crystal</b></i> aloft before you, slowly swinging back and forth, a gradual <i><b>oscilator</b></i>. The quartz structure is clear, but a red light emerges from it, pulsing.
At first you think the light thrums in time with the ticks echoing elsewhere across the isles. But, after a moment, you realize that those ticks follow in time with this aether-driven engine that keeps <i><b>real time</b></i> with the precision of a <i><b>clock</b></i>.
Where the cables and pipes come down they lead to the nearby [[well|CMOS power supply]].
You stand beside an [[observatory|CMOS Clock]], a short, round building with a dome of well-polished copper.
[[Step away.|CMOS]]
<<set $RTC_seen to 1>>\
Elapsed real time, real time, wall-clock time, or wall time is the actual time taken from the start of a computer program to the end. In other words, it is the difference between the time at which a task finishes and the time at which the task started.
A crystal oscillator is an electronic oscillator circuit that uses the mechanical resonance of a vibrating crystal of piezoelectric material to create an electrical signal with a precise frequency. This frequency is often used to keep track of time, as in quartz wristwatches, to provide a stable clock signal for digital integrated circuits, and to stabilize frequencies for radio transmitters and receivers. The most common type of piezoelectric resonator used is the quartz crystal, so oscillator circuits incorporating them became known as crystal oscillators, but other piezoelectric materials including polycrystalline ceramics are used in similar circuits.
A crystal oscillator, particularly one using a quartz crystal, works by distorting the crystal with an electric field, when voltage is applied to an electrode near or on the crystal; a property known as electrostriction or inverse piezoelectricity. When the electric field is removed, the quartz—which oscillates at a precise frequency—generates an electric field as it returns to its previous shape, and this can generate a voltage. The result is that a quartz crystal behaves like an RLC circuit, but with a much higher Q.
Quartz crystals are manufactured for frequencies from a few tens of kilohertz to hundreds of megahertz. More than two billion crystals are manufactured annually. Most are used for consumer devices such as wristwatches, clocks, radios, computers, and cellphones. Quartz crystals are also found inside test and measurement equipment, such as counters, signal generators, and oscilloscopes.
A crystal is a solid in which the constituent atoms, molecules, or ions are packed in a regularly ordered, repeating pattern extending in all three spatial dimensions. Quartz has the further advantage that its elastic constants and its size change in such a way that the frequency dependence on temperature can be very low. The specific characteristics depend on the mode of vibration and the angle at which the quartz is cut. This means that a quartz clock, filter or oscillator remains accurate. For critical applications the quartz oscillator is mounted in a temperature-controlled container, called a crystal oven, and can also be mounted on shock absorbers to prevent perturbation by external mechanical vibrations.
Almost any object made of an elastic material could be used like a crystal, with appropriate transducers, since all objects have natural resonant frequencies of vibration. For example, steel is very elastic and has a high speed of sound. It was often used in mechanical filters before quartz. The resonant frequency depends on size, shape, elasticity, and the speed of sound in the material. High-frequency crystals are typically cut in the shape of a simple rectangle or circular disk. Low-frequency crystals, such as those used in digital watches, are typically cut in the shape of a tuning fork. For applications not needing very precise timing, a low-cost ceramic resonator is often used in place of a quartz crystal.
When a crystal of quartz is properly cut and mounted, it can be made to distort in an electric field by applying a voltage to an electrode near or on the crystal. This property is known as electrostriction or inverse piezoelectricity. When the field is removed, the quartz generates an electric field as it returns to its previous shape, and this can generate a voltage. The result is that a quartz crystal behaves like an RLC circuit, an electrical circuit consisting of a resistor (R), an inductor (L), and a capacitor (C), with a precise resonant frequency.<<if $invoke is "phase-locked loop" or $invoke is "phase locked loop">>\
<b><i>PLL</i></b>
<<endif>>\
As the gong rings out you discover you have found the source.
Before you is a pavilion with a hanging semi-transparent and ghostly bell. With each tick you see the structure flicker and feel pressure build. Until, suddenly, the bell releases a thundrous peal and the pressure eases.
a signal to synchronize the various components.
[[Step away.|CPU]]
<<if $invoke is "PLL">>
A phase-locked loop or phase lock loop (PLL) is a control system that generates an output signal whose phase is related to the phase of an input signal. There are several different types; the simplest is an electronic circuit consisting of a variable frequency oscillator and a phase detector in a feedback loop.
epoch
<<endif>>
<<if $RTC_seen is 1>>\
<<else>>\
<<endif>>\As the distant gong rings out you find yourself in a bustling city. Life here seems to be lived at a high speed, and each tick seems to make everyone hurry.
Everyone moves so fast here, and overhead runs a swift trolly system. You keep catching sight of its swift motion in your <i>peripheral</i> vision. The individual trolleys that are its <i>component</i>s don't seem to hold many people. But they move so swiftly and <i>interconnect<i> so many individual stops that it creates quite an <i>express<i> method of travel.
Down the hill you see a [[deep sea port|NIC]], a large [[light house|graphics card]], and [[?another?building?|high speed memory]].
You can head out of the town and onto the island called [[North Bridge|northbridge]] for its location north of the great bridge that connects to the southern island.
[[bus]]
PCI Express (Peripheral Component Interconnect Express), officially abbreviated as PCIe or PCI-e, is a high-speed serial computer expansion bus standard, designed to replace the older PCI, PCI-X and AGP bus standards. It is the common motherboard interface for personal computers' graphics cards, hard drives, SSDs, Wi-Fi and Ethernet hardware connections. PCIe has numerous improvements over the older standards, including higher maximum system bus throughput, lower I/O pin count and smaller physical footprint, better performance scaling for bus devices, a more detailed error detection and reporting mechanism (Advanced Error Reporting, AER), and native hot-swap functionality. More recent revisions of the PCIe standard provide hardware support for I/O virtualization.
Accelerated Graphics Port (AGP) was designed as a high-speed point-to-point channel for attaching a video card to a computer system, primarily to assist in the acceleration of 3D computer graphics. It was originally designed as a successor to PCI-type connections for video cards. Since 2004, AGP has been progressively phased out in favor of PCI Express (PCIe); by mid-2008, PCI Express cards dominated the market and only a few AGP models were available,[1] with GPU manufacturers and add-in board partners eventually dropping support for the interface in favor of PCI Express.As the distant gong rings out you come upon a ramshackle encampment. Rough driftwood loosely lashed together forms fences around canvas tents which are the only shelter. All of it seems ready to be wiped away at the smallest threat. Throughout you find a motif of the <i><b>Ram</i></b>. Curly horned skulls surmount the openings of tents and some of the fence posts. Where no actual skulls are available the sign has been painted or carved.
With each tick the messengers stream in and out of the encampment, presenting their missives to a circle of witch doctors at its heart. Robed, painted, and each bearing their own ramshead ornamentation, these dire and volitile figures take the messages, read them, then cast them into a blazing bonfire.
The gong rings out again, and an empty-handed courier attends one of the circle who draws forth a blank scroll from among their robes, reproducing the contents of another message from memory, and violently thrusting it at the waiting runner who takes off [[away from the encampment|northbridge]].
RAM, or Random-access memory, is a form of computer memory that can be read and changed in any order, typically used to store working data and machine code. A random-access memory device allows data items to be read or written in almost the same amount of time irrespective of the physical location of data inside the memory. In contrast, with other direct-access data storage media such as hard disks, CD-RWs, DVD-RWs and the older magnetic tapes and drum memory, the time required to read and write data items varies significantly depending on their physical locations on the recording medium, due to mechanical limitations such as media rotation speeds and arm movement.
Volitile memory.You sit in the small wagon, listening to the regular beat of ticks and intermittant gongs echoing across the water on either side of the ridgeline.
The <b><i>front</i></b> and <b><i>side</i></b> rails of the wagon are lined with small carvings of a <b><i>bus</i></b>.
<<if previous() is "northbridge">>\
[[Continue on.|CPU]]
<<endif>>\
<<if previous() is "CPU">>\
[[Continue on.|northbridge]]
<<endif>>\
A front-side bus (FSB) is a computer communication interface (bus) that was often used in Intel-chip-based computers during the 1990s and 2000s. The EV6 bus served the same function for competing AMD CPUs. Both typically carry data between the CPU (central processing unit) and a memory controller hub, known as the northbridge.
Depending on the implementation, some computers may also have a back-side bus that connects the CPU to the cache. This bus and the cache connected to it are faster than accessing the system memory (RAM) via the front-side bus. The speed of the front side bus is often used as an important measure of the performance of a computer.
The original front-side bus architecture has been replaced by HyperTransport, Intel QuickPath Interconnect or Direct Media Interface in modern volume CPUs.
graphics card
Great lighthouse
[[PCI-E]]
[[I/O]]high speed memory
[[PCI-E]]
Flash memory is an electronic, solid-state, non-volatile computer memory storage medium that can be electrically erased and reprogrammed. A flash memory device typically consists of one or more flash memory chips (each holding many flash memory cells) along with a separate flash memory controller chip. Flash memory comes it two types. NAND-type flash memory may be erased, written and read in blocks, or pages, which are generally much smaller than the entire device. NOR-type flash allows a single machine word (byte) to be written – to an erased location – or read independently. Orchestra Shell
[[expansion card]]
[[I/O]][[motherboard]]
<<if $invoke is "central processing unit">>\
<b>CPU</b>
<<endif>>\
You stand in a temple complex on a small mountain as the gong rings out. This complex serves as the <i>center</i> of power for the island kingdom, <i>processing</i> and governing all that happens as a single <i>unit</i>. The stones of the structure show signs of hammerwork on their surface and lightning coruscesses through them.
With each tick there is a flow of runners, constant motion in and out of the gates. They bring information and resources from across the island and take directions and commands away.
The courtyard is dominated by a [[great pyramid|Arithmetic logic unit]] which makes up one side of a [[wall|Control unit]] which contains an inner courtyard.
At the edges of this outer courtyard are a [[pavilion|PLL]] at one edge and a [[scriptorium|Memory management unit]] at another.
Built into the walls of the inner courtyard are a [[tiny library|Memory Unit]] and a [[small pyramid|Address generation unit]].
Down the mount is a sharp ridge that creates a narrow isthmus. With each tick you watch [[wagons|front-side bus]] moving back and forth between this island and the next, a bus shuttling messengers back and forth.
<<if $invoke is "central processing unit">>\
A central processing unit (CPU), also called a central processor or main processor, is the electronic circuitry within a computer that executes instructions that make up a computer program. The CPU performs basic arithmetic, logic, controlling, and input/output (I/O) operations specified by the instructions in the program. The computer industry used the term "central processing unit" as early as 1955. Traditionally, the term "CPU" refers to a processor, more specifically to its processing unit and control unit (CU), distinguishing these core elements of a computer from external components such as main memory and I/O circuitry.
The form, design, and implementation of CPUs have changed over the course of their history, but their fundamental operation remains almost unchanged. Principal components of a CPU include the arithmetic logic unit (ALU) that performs arithmetic and logic operations, processor registers that supply operands to the ALU and store the results of ALU operations, and a control unit that orchestrates the fetching (from memory) and execution of instructions by directing the coordinated operations of the ALU, registers and other components.
Most modern CPUs are microprocessors, where the CPU is contained on a single metal-oxide-semiconductor (MOS) integrated circuit (IC) chip. An IC that contains a CPU may also contain memory, peripheral interfaces, and other components of a computer; such integrated devices are variously called microcontrollers or systems on a chip (SoC). Some computers employ a multi-core processor, which is a single chip containing two or more CPUs called "cores"; in that context, one can speak of such single chips as "sockets".
Array processors or vector processors have multiple processors that operate in parallel, with no unit considered central. There also exists the concept of virtual CPUs which are an abstraction of dynamical aggregated computational resources.
Increasingly the functions of the bridge chips have become integrated into the CPU chip itself, beginning with memory and graphics controllers. Some high-performance CPUs still require northbridge and southbridge chips externally, and others retain this archetecture internally or virtually even though they are performed on the same chip
<<endif>>\As the gong rings you move towards the great pyramid. It seems to be the center of traffic, with the majority of messengers flowing in and out as ticks echo across the complex.
arithmetic logic unit
[[CPU-Execute]]
[[Small Pyramid|Address generation unit]]
[[Step away.|Control unit]]
<<if $invoke is "ALU" or $invoke is "arithmetic logic unit">>
The arithmetic logic unit (ALU) is a digital circuit within the processor that performs integer arithmetic and bitwise logic operations. The inputs to the ALU are the data words to be operated on (called operands), status information from previous operations, and a code from the control unit indicating which operation to perform. Depending on the instruction being executed, the operands may come from internal CPU registers or external memory, or they may be constants generated by the ALU itself.
When all input signals have settled and propagated through the ALU circuitry, the result of the performed operation appears at the ALU's outputs. The result consists of both a data word, which may be stored in a register or memory, and status information that is typically stored in a special, internal CPU register reserved for this purpose.
<<endif>><<if $invoke is "control unit">>\
<b><i>CU</i><b>
<<endif>>\
As the gong rings out you stand within the inner wall of the temple. On a pavilion in the center of this inner compound stands a high priest in a grand, golden robe; the <b><i>control unit</i><b> directing the operation of the complex.
The noise of the ticking draws your view to a [[clocktower|CPU clock generator]] even as priests bustle about dispersing their leader's orders.
Across the courtyard is a [[large pyramid|Arithmetic logic unit]]
[[CPU-fetch]]
[[Leave.|CPU]]
<<if $invoke is "CU">>\
<b><i>CU</i><b>
The control unit is a component of the CPU that directs the operation of the processor. It tells the computer's memory, arithmetic and logic unit and input and output devices how to respond to the instructions that have been sent to the processor.
It directs the operation of the other units by providing timing and control signals. Most computer resources are managed by the CU. It directs the flow of data between the CPU and the other devices. John von Neumann included the control unit as part of the von Neumann architecture. In modern computer designs, the control unit is typically an internal part of the CPU with its overall role and operation unchanged since its introduction.
A control unit (CU) handles all processor control signals. It directs all input and output flow, fetches code for instructions from microprograms and directs other units and models by providing control and timing signals. A CU component is considered the processor brain because it issues orders to just about everything and ensures correct instruction execution.
takes its input from the instruction and status registers. Its rules of operation, or microprogram, are encoded in a programmable logic array (PLA), random logic or read-only memory (ROM).
CU functions are as follows:
Controls sequential instruction execution
Interprets instructions
Guides data flow through different computer areas
Regulates and controls processor timing
Sends and receives control signals from other computer devices
Handles multiple tasks, such as fetching, decoding, execution handling and storing results
CUs are designed in two ways:
Hardwired control: Design is based on a fixed architecture. The CU is made up of flip-flops, logic gates, digital circuits and encoder and decoder circuits that are wired in a specific and fixed way. When instruction set changes are required, wiring and circuit changes must be made. This is preferred in a reduced instruction set computing (RISC) architecture, which only has a small number of instructions.
Microprogram control: Microprograms are stored in a special control memory and are based on flowcharts. They are replaceable and ideal because of their simplicity.
<<endif>>\<<if $invoke is "memory management unit">>\
<b><i>MMU</i></b>
<<endif>>\
As the gong rings out you walk into a chamber filled with charts being shuffled by clerics.
With each tick a cluster at the center of the room directs the movement. This group works from <b><i>memory</i></b>, their <b><i>management</i></b> of the other clerics allowing what could be chaos in the room to move as a <b><i>unit</i></b>.
The cluster at the center has four senior clerics, each has a different object. The first holds a [[transparent book|MMU virtual]], the second holds a [[sword|MMU memory protection]], the third holds a [[ring of keys|MMU cache control]] at their feet, and the fourth carries a small [[balance|MMU arbitration]].
Off to the side is a [[door|translation lookaside buffer]], beyond which sit a group of clerics working with open books.
Those moving about shift their information on pages attached to the top of small, folding tables. [[bank switch|MMU bank switch]] vs [[paging|MMU paging]].
[[Leave the room.|CPU]]
<<if $invoke is "MMU">>\
A memory management unit (MMU), sometimes called paged memory management unit (PMMU), is a computer hardware unit having all memory references passed through itself, primarily performing the translation of virtual memory addresses to physical addresses.
An MMU effectively performs virtual memory management, handling at the same time memory protection, cache control, bus arbitration and, in simpler computer architectures (especially 8-bit systems), bank switching.
The memory management unit performs three major functions:
Hardware memory management
Operating system (OS) memory management
Application memory management
Hardware memory management deals with a system's RAM and cache memory, OS memory management regulates resources among objects and data structures, and application memory management allocates and optimizes memory among programs.
The MMU also includes a section of memory that holds a table that matches virtual addresses to physical addresses, called the translation lookaside buffer (TLB).
<<endif>>\A memory unit sees physical address of data in connected storage.
A processor register is a quickly accessible location available to a computer's central processing unit.
Registers usually consist of a small amount of fast storage, although some registers have specific hardware functions, and may be read-only or write-only.
In computer architecture, registers are typically addressed by mechanisms other than [[main memory|primary memory]], but may in some cases be assigned a [[memory address|Address generation unit]].
[[CPU]]<<if $invoke is "address generation unit">>\
<b><i>AGU</i></b>
<<endif>>\
<<if $invoke is "address computation unit">>\
<b><i>ACU</i></b>
<<endif>>\
<b><i>Address</i></b> <b><i>generation</i></b> <b><i>unit</i></b>
type of [[ALU|Arithmetic logic unit]] that calculates addresses used by the CPU to access [[main memory|primary memory]].
<<if $invoke is "AGU" or $invoke is "ACU">>\
Address generation unit (AGU), sometimes also called address computation unit (ACU), is an type of [[ALU|Arithmetic logic unit]] that calculates addresses used by the CPU to access [[main memory|primary memory]].
While performing various operations CPUs need to calculate memory addresses required for fetching data from the memory; for example, in-memory positions of array elements must be calculated before the CPU can fetch the data from actual memory locations. Those address-generation calculations involve different integer arithmetic operations, such as addition, subtraction, modulo operations, or bit shifts. Often, calculating a memory address involves more than one general-purpose machine instruction, which do not necessarily decode and execute quickly. By incorporating an AGU into a CPU design, together with introducing specialized instructions that use the AGU, various address-generation calculations can be offloaded from the rest of the CPU, and can often be executed quickly in a single CPU cycle.
Capabilities of an AGU depend on a particular CPU and its architecture. Thus, some AGUs implement and expose more address-calculation operations, while some also include more advanced specialized instructions that can operate on multiple operands at a time. Furthermore, some CPU architectures include multiple AGUs so more than one address-calculation operation can be executed simultaneously, bringing further performance improvements by capitalizing on the superscalar nature of advanced CPU designs. For example, Intel incorporates multiple AGUs into its Sandy Bridge and Haswell microarchitectures, which increase bandwidth of the CPU memory subsystem by allowing multiple memory-access instructions to be executed in parallel.
<<endif>>\Primary storage (also known as main memory, internal memory or prime memory), often referred to simply as memory, is the only one directly accessible to the CPU. The CPU continuously reads instructions stored there and executes them as required. Any data actively operated on is also stored there in uniform manner. Main memory is directly or indirectly connected to the central processing unit via a memory bus.
There are two more sub-layers of the primary storage, besides main large-capacity RAM:
Processor registers are located inside the processor. Each register typically holds a word of data (often 32 or 64 bits). CPU instructions instruct the arithmetic logic unit to perform various calculations or other operations on this data (or with the help of it). Registers are the fastest of all forms of computer data storage.
Processor cache is an intermediate stage between ultra-fast registers and much slower main memory. It was introduced solely to improve the performance of computers. Most actively used information in the main memory is just duplicated in the cache memory, which is faster, but of much lesser capacity. On the other hand, main memory is much slower, but has a much greater storage capacity than processor registers. Multi-level hierarchical cache setup is also commonly used—primary cache being smallest, fastest and located inside the processor; secondary cache being somewhat larger and slower.
[[RAM]]
[[CPU Cache]]
[[Memory Unit]]A CPU cache is a hardware cache used to reduce the cost in time or energy to access data from the main memory.
A cache is a smaller, faster memory, located closer to a processor core, which stores copies of the data from frequently used main memory locations. Most CPUs have different independent caches, including instruction and data caches, where the data cache is usually organized as a hierarchy of more cache levels (L1, L2, L3, L4, etc.) in order from fastest to slowest.
[[MMU cache control]]
Processor registers – the fastest possible access (usually 1 CPU cycle). A few thousand bytes in size
Cache
Level 0 (L0) Micro operations cache – 6 KiB in size
Level 1 (L1) Instruction cache – 128 KiB in size
Level 1 (L1) Data cache – 128 KiB in size. Best access speed is around 700 GiB/second
Level 2 (L2) Instruction and data (shared) – 1 MiB in size. Best access speed is around 200 GiB/second
Level 3 (L3) Shared cache – 6 MiB in size. Best access speed is around 100 GB/second
Level 4 (L4) Shared cache – 128 MiB in size. Best access speed is around 40 GB/second
Main memory (Primary storage) – Gigabytes in size. Best access speed is around 10 GB/second. In the case of a NUMA machine, access times may not be uniform
Disk storage (Secondary storage) – Terabytes in size. As of 2017, best access speed is from a consumer solid state drive is about 2000 MB/second
Nearline storage (Tertiary storage) – Up to exabytes in size. As of 2013, best access speed is about 160 MB/second
Offline storage
As the gong rings out your gaze sweeps up the great tower. Each face has an enormous <i><b>clock</i></b>. You watch the hands sweep across its face, incrimenting forward with each tick eternally marking time, the <b><i>generator</i></b> of the urgency felt throughout the complex.
[[Step away.|Control unit]]
<<if $invoke is "clock generator">>\
Elapsed real time, real time, wall-clock time, or wall time is the actual time taken from the start of a computer program to the end. In other words, it is the difference between the time at which a task finishes and the time at which the task started.
Wall time is thus different from CPU time, which measures only the time during which the processor is actively working on a certain task. The difference between the two can arise from architecture and run-time dependent factors, e.g. programmed delays or waiting for system resources to become available.
Conversely, programs running in parallel on more than one processing unit can spend CPU time many times beyond their elapsed time. Since in concurrent computing the definition of elapsed time is non-trivial, the conceptualization of the elapsed time as measured on a separate, independent wall clock is convenient.
<<endif>>\As the gong rings out you enter one of the small buildings in the inner courtyard. You are surrounded by the messengers you have seen running through the complex. Each bears a message they have gone to <i><b>fetch</i></b> from elsewhere.
With each tick the runners carry a scroll bearing [[instructions|CPU-decode]].
[[Leave.|Control unit]]
<<if $invoke is "fetch" or $invoke is "Fetch">>\
The first step, fetch, involves retrieving an instruction (which is represented by a number or sequence of numbers) from program memory. The instruction's location (address) in program memory is determined by a program counter (PC), which stores a number that identifies the address of the next instruction to be fetched. After an instruction is fetched, the PC is incremented by the length of the instruction so that it will contain the address of the next instruction in the sequence. Often, the instruction to be fetched must be retrieved from relatively slow memory, causing the CPU to stall while waiting for the instruction to be returned. This issue is largely addressed in modern processors by caches and pipeline architectures.As the gong rings out you climb the [[great pyramid|Arithmetic logic unit]]. At the top, runners covered in painted symbols present themselves to red robed priests.
With each tick the clergy <i><b>execute</i></b> the instructions with long knives. They inspect the results, recording them on scrolls. Then, with a wave of their hands the clerics give that scroll to the runner which has been restored and walk out.
<<if $invoke is "execute" or $invoke is "Execute">>
After the fetch and decode steps, the execute step is performed. Depending on the CPU architecture, this may consist of a single action or a sequence of actions. During each action, various parts of the CPU are electrically connected so they can perform all or part of the desired operation and then the action is completed, typically in response to a clock pulse. Very often the results are written to an internal CPU register for quick access by subsequent instructions. In other cases results may be written to slower, but less expensive and higher capacity main memory.
For example, if an addition instruction is to be executed, the arithmetic logic unit (ALU) inputs are connected to a pair of operand sources (numbers to be summed), the ALU is configured to perform an addition operation so that the sum of its operand inputs will appear at its output, and the ALU output is connected to storage (e.g., a register or memory) that will receive the sum. When the clock pulse occurs, the sum will be transferred to storage and, if the resulting sum is too large (i.e., it is larger than the ALU's output word size), an arithmetic overflow flag will be set.
<<endif>>As the gong rings out you walk into a the small building filled with orange robed priests and runners.
With each tick the clergy take instructions from the [[entering|CPU-fetch]] messengers and turn to waiting grimores. They <i><b>decode</i></b> the messages, painting translations upon the waiting message-bearrers who [[continue on|CPU-Execute]] deeper into the temple.
[[Leave.|Control unit]]
<<if $invoke is "decode" or $invoke is "Decode">>
The instruction that the CPU fetches from memory determines what the CPU will do. In the decode step, performed by the circuitry known as the instruction decoder, the instruction is converted into signals that control other parts of the CPU.
The way in which the instruction is interpreted is defined by the CPU's instruction set architecture (ISA).[e] Often, one group of bits (that is, a "field") within the instruction, called the opcode, indicates which operation is to be performed, while the remaining fields usually provide supplemental information required for the operation, such as the operands. Those operands may be specified as a constant value (called an immediate value), or as the location of a value that may be a processor register or a memory address, as determined by some addressing mode.
In some CPU designs the instruction decoder is implemented as a hardwired, unchangeable circuit. In others, a microprogram is used to translate instructions into sets of CPU configuration signals that are applied sequentially over multiple clock pulses. In some cases the memory that stores the microprogram is rewritable, making it possible to change the way in which the CPU decodes instructions.
<<endif>>\[[Step away.|Memory management unit]][[Step away.|Memory management unit]]Virtual memory creates the illusion of larger main memory by abstracting the storage resources that are available.
The computer's operating system, using a combination of hardware and software, maps memory addresses used by a program, called virtual addresses, into physical addresses in computer memory. Main storage, as seen by a process or task, appears as a contiguous address space or collection of contiguous segments. The operating system manages virtual address spaces and the assignment of real memory to virtual memory. Address translation hardware in the CPU, often referred to as a memory management unit (MMU), automatically translates virtual addresses to physical addresses. Software within the operating system may extend these capabilities to provide a virtual address space that can exceed the capacity of real memory and thus reference more memory than is physically present in the computer.
The primary benefits of virtual memory include freeing applications from having to manage a shared memory space, increased security due to memory isolation, and being able to conceptually use more memory than might be physically available, using the technique of paging.
[[Step away.|Memory management unit]]Memory protection is a way to control memory access rights on a computer, and is a part of most modern instruction set architectures and operating systems. The main purpose of memory protection is to prevent a process from accessing memory that has not been allocated to it. This prevents a bug or malware within a process from affecting other processes, or the operating system itself. Protection may encompass all accesses to a specified area of memory, write accesses, or attempts to execute the contents of the area. An attempt to access unowned memory results in a hardware fault, called a segmentation fault or storage violation exception, generally causing abnormal termination of the offending process. Memory protection for computer security includes additional techniques such as address space layout randomization and executable space protection.
[[Step away.|Memory management unit]]Cache Control
The MMU assigns and manages the locations of [[caches|CPU Cache]].
[[Step away.|Memory management unit]]On a closer look, the balance weighs two small buses in each scale.
The MMU serves as a bus arbiter, a device used to decide which bus master will be allowed to control the bus for each bus cycle.
[[Step away.|Memory management unit]]<<if $invoke is "translation lookaside buffer" or $invoke is "translation look aside buffer">>\
<b><i>TLB</i></b>
<<endif>>\
As the gong rings out you find yourself in a side room with tables full of red-robed clerics working <b><i>translation</i></b> from open books.
With each tick you <b><i>look</i></b> about, feeling watched by the clerics. But each glance <b><i>aside</i></b> shows them hard at work leaving you to wonder if the incessant gong is wearing away any <b><i>buffer</i></b> to sensitivity.
[[Step away.|Memory management unit]]
<<if $invoke is "translation lookaside buffer">>\
A types of cache is the translation lookaside buffer (TLB) which is part of the memory management unit (MMU) which most CPUs have.
It stores the recent translations of [[virtual memory|MMU virtual]] to physical memory and can be called an address-translation cache.
<<endif>>You stand reading a grimoire bound in red leather.
<b>Firmament</b>
This is the language of hardware; without words, there is only raw, mechanical logic etched into stone. Poisoned sand and the mechanisms of subatomic and fundamental particles within those grooves. Infinitesimal pictograms that, by their aggregation and empowerment, give rise to something resembling thought.
[[Turn the page.|Primal Tongue]]
[[Step away.|Local framework]]
The first greets you warmly, his helm off but close at hand and his face open. His shield is close at hand, but its face is turned away to increase the availability of its grips.
You step towards the open and friendly knight, knowing they will make things <i>available</i>
[[Step away.|CIA camp]]
uptime; redundancy, backups, failovers.
continuity of operations.The second greets you tersely. Her helm is off, showing an honest face, and her shield bears the symbols of lantern and a set of balanced scales; signs of integrity.
You step towards the knight of <i>integrity</i>.
[[Step away.|CIA camp]]
non-repudiation
[[hashing|hashing entry fork]] <<if $invoke is "confidentiality" or $invoke is "Confidentiality">>\
The helmed and hidden knight nods to you then draws forth some objects and, after a moment, presents them one in each hand;
In one hand they hold a key and slip of paper. Each has characters and symbols written on them suggesting some type of <i>encryption</i>.
In the other hand they hold a small book with a lock embedded. It looks like a journal or other place of portable <i>privacy</i>.
<<elseif $invoke is "encryption">>\
The helmed and hidden knight nods to you then indicates one of the [[paths|encryption crossroads]] paved with darker stones.
<<elseif $invoke is "privacy">>\
The helmed and hidden knight nods to you then indicates a nearby [[tree|private tree]].
<<else>>\
You face the helmed and hidden knight. You can tell by the orientation of their helm that they are watching you, waiting for something.
<<endif>>\
<<textbox "$invoke" "" "confidentiality">>
[[Step away.|CIA camp]]<center><a href="javascript:void(0)" data-passage="localhost foot path">
<img src="http://resources.technomancer.info/Images/localhost/house-wooden-signpost.png" width="91" height="131" title="localhost loopback"></a>
box v bee</center>
<<display 'Hail Hekate'>>\
<<if $beginning>>\
[[localhost foot path]]
<<endif>>\
<<if previous() is "crossroad">>
As you approach the foot of a hill the road forks, loop off to the southeast on your [[left|IPv6local]] and the southwest on your [[right|IPv4local]] as you face the mound. Before you is a small sign with a picture of a house.
[[Go back.|start crossroad]]
<<elseif previous() is "IPv4local">>\
As you come arount the hill you reach a small fork in the road.
If you [[continue on|IPv6local]], following the foot of this hill, you pass a small sign with a picture of a house.
The [[left|start crossroad]] road leads north, where you can see a hill with a tower in the distance.
[[Go back.|IPv4local]]
<<elseif previous() is "IPv6local">>\
As you come arount the hill you reach a small fork in the road.
If you [[continue on|IPv4local]], following the foot of this hill, you pass a small sign with a picture of a house.
The [[right|start crossroad]] road leads north, where you can see a hill with a tower in the distance.
[[Continue on.|IPv4local]]
[[Go back.|IPv6local]]
<<else>>\
You stand at the foot of a hill where a road forks.
Facing south you see a small sign with a picture of a house at the foot of the rising mound. Two of the branches loop off to your [[left|IPv6local]] and [[right|IPv4local]].
Facing [[north|start crossroad]] is the last road, where you can see a hill with a tower rise in the distance.
<<endif>>\
<<if $invoke is "Hekate" or $invoke is "Hecate">>
<center>
<b>Hail Hekate</b>
Keeper of Keys
Watcher of Ways
Mother of Magic.
</center>
<<elseif $invoke is "technomancer" or $invoke is "Technomancer">>\
<center><a href="javascript:void(0)" data-passage="Beginning"><img src="http://resources.technomancer.info/Images/Opening/0%20Technomancy%20trans%20w.png" width="150" title=""></a></center>
<<endif>>\
<<if _codeblock is "Reference">>\
<<display 'Hail Hekate'>>\
<<endif>>\<<display 'kid image'>>\
<<if $kidcount is 0>>\
Seek knowledge and power,
Before the doors of the tower
Nearby a child sits
Counting your wits.
<<elseif $kidcount is 1>>\
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/0 sphere.png" width="250" height="250" align="right">\
They bounce a ball,
Against nothing at all.
Then holds up the sphere,
And you find nothing here.
<<elseif $kidcount is 2>>\
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/1 stick.png" width="250" height="250" align="right">\
When they pick up a stick,
You expect a trick,
Like a pillar you stand,
Alone on the sand.
<<elseif $kidcount is 3>>\
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/2 snake.png" width="250" height="250" align="right">\
Then a serpent slides by,
Between the paired earth and sky.
The snake watches you wait,
For your missing mate.
<<elseif $kidcount is 4>>\
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/3 triangle.png" width="250" height="250" align="right">\
With the ring of a triangle's sound,
Three stand on the ground.
Within a pyramid of glass,
Your trio rests upon the grass.
<<elseif $kidcount is 5>>\
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/4 box.png" width="250" height="250" align="right">\
The child holds up a box,
Closed with four little locks.
Each keyhole is square,
And the four sides are bare.
<<elseif $kidcount is 6>>\
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/5 hand.png" width="250" height="250" align="right">\
You reach out unclenched hand,
Each of five fingers wear a band.
With open palm and open mind,
You keep your digits aligned.
<<elseif $kidcount is 7>>\
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/6 bee.png" width="250" height="250" align="right">\
Then up flies a bee,
Its six legs bearing honey.
You watch it return to its hive,
And six then outward rise.
<<elseif $kidcount is 8>>\
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/7 star.png" width="250" height="250" align="right">\
A bright star catches your eye.
Stretching seven rays across the sky.
Within the star's shape sits
A seven-fold Tower of Spirits.
<<elseif $kidcount is 9>>\
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/8 compass.png" width="250" height="250" align="right">\
The child hands a compass to you,
Eight directions marked true.
It bears a needle pointing home,
But its arrows draw eight paths to roam.
<<elseif $kidcount is 10>>\
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/9 feline.png" width="250" height="250" align="right">\
Up to you comes a strange feline,
Living its expected nine.
You think to pet this cat,
Its nine tails swish when you do that.
<<endif>>\
<<if $kidcount < 10>>\
<<set $kidcount to $kidcount + 1>>\
[[Continue.|Child teach]]
<<else>>\
[[Continue.|$childend]]
<<endif>>\<<if $childloc>>\
<<display 'Child end'>>\
[[Step away.|start crossroad]]
<<else>>\
<<display 'Child start'>>\
<<set $childloc to "crossroad">>\
<<endif>>\<center><a href="javascript:void(0)" data-passage="start crossroad"><img src="http://resources.technomancer.info/Images/Opening/power button/green-on-off-icon.png" width="40" title="begin">
</a></center>
<<if $invoke is "Start" or $invoke is "start">>\
<<display 'define invoke'>>
<<elseif $invoke is "Begin" or $invoke is "begin">>\
<<display 'define invoke'>>
<<elseif $invoke is "New game" or $invoke is "new game">>\
<<display 'define invoke'>>
<<elseif $invoke is "What" or $invoke is "what">>\
Mnemosyne is the goddess of memory in Greek mythology and the mother of the nine Muses. Her name is derived from the same source as the word mnemonic which means "remembrance, memory".
The Nine Muses have been inspiring artists since the antiquity and there are countless paintings, drawings, designs, poems and statues dedicated to them. Said to be the nine daughters of Zeus and Mnemosyne, all artists of the Renaissance acknowledged their importance in artistic creation, dedicating their works to the Muses.
Mnemosyne traditionally appeared in the first few lines of many oral epic poems—she appears in both the Iliad and the Odyssey, among others—as the speaker called upon her aid in accurately remembering and performing the poem they were about to recite. Mnemosyne is thought to have been given the distinction of "Titan" because memory was so important and basic to the oral culture of the Greeks that they deemed her one of the essential building blocks of civilization in their creation myth.
Later, once written literature overtook the oral recitation of epics, Plato made reference in his Euthydemus to the older tradition of invoking Mnemosyne. The character Socrates prepares to recount a story and says "ὥστ᾽ ἔγωγε, καθάπερ οἱ ποιηταί, δέομαι ἀρχόμενος τῆς διηγήσεως Μούσας τε καὶ Μνημοσύνην ἐπικαλεῖσθαι." which translates to "Consequently, like the poets, I must needs begin my narrative with an invocation of the Muses and Memory" (emphasis added).
<<display 'define invoke'>>
<<elseif $invoke is "Muses and Mnemosyne">>\
<<display 'on button'>>
The Nine Muses have been inspiring artists since the antiquity and there are countless paintings, drawings, designs, poems and statues dedicated to them. Said to be the nine daughters of Zeus and Mnemosyne, all artists of the Renaissance acknowledged their importance in artistic creation, dedicating their works to the Muses.
Mnemosyne is the goddess of memory in Greek mythology and the mother of the nine Muses. Her name is derived from the same source as the word mnemonic which means "remembrance, memory".
<<elseif $invoke is "Mnemosyne" or $invoke is "Mnemosyne ">>\
<<display 'on button'>>
Mnemosyne is the goddess of memory in Greek mythology and the mother of the nine Muses. Her name is derived from the same source as the word mnemonic which means "remembrance, memory".
Although she was categorized as one of the Titans Mnemosyne did not quite fit that distinction. Titans were hardly worshiped in Ancient Greece, and were thought of as so archaic as to belong to the ancient past. They resembled historical figures more than anything else. Mnemosyne, on the other hand, traditionally appeared in the first few lines of many oral epic poems including in both the Iliad and the Odyssey among others. The speaker would call upon her aid in accurately remembering and performing the poem they were about to recite.
Mnemosyne is thought to have been given the distinction of "Titan" because memory was so important and basic to the oral culture of the Greeks that they deemed her one of the essential building blocks of civilization in their creation myth.
<<elseif $invoke is "Muses" or $invoke is "Muses ">>\
<<display 'on button'>>
The Nine Muses have been inspiring artists since the antiquity and there are countless paintings, drawings, designs, poems and statues dedicated to them. Said to be the nine daughters of Zeus and Mnemosyne, all artists of the Renaissance acknowledged their importance in artistic creation, dedicating their works to the Muses.
The Nine Muses were Calliope (epic poetry), Clio (history), Euterpe (flutes and lyric poetry), Thalia (comedy and pastoral poetry), Melpomene (tragedy), Terpsichore (dance), Erato (love poetry), Polyhymnia (sacred poetry), and Ourania (astronomy).
<<elseif $invoke is "Clio">>\
<<display 'on button'>>
Clio discovered history and guitar. History was named Clio in the ancient years, because it refers to “kleos” the Greek word for the heroic acts. Clio was always represented with a clarion in the right arm and a book in the left hand.
<<elseif $invoke is "Euterpe">>\
<<display 'on button'>>
Euterpe discovered several musical instruments, courses and dialectic. She was always depicted holding a flute, while many instruments were always around her.
<<elseif $invoke is "Thalia">>\
<<display 'on button'>>
Thalia was the protector of comedy. She discovered comedy, geometry, architectural science and agriculture. She was also protector of Symposiums. She was always depicted holding a theatrical – comedy mask.
<<elseif $invoke is "Melpomene">>\
<<display 'on button'>>
Opposite from Thalia, Melpomene was the protector of Tragedy; she invented tragedy, rhetoric speech and Melos. She was depicted holding a tragedy mask and usually bearing a bat.
<<elseif $invoke is "Terpsichore">>\
<<display 'on button'>>
Terpsichore was the protector of dance; she invented dances, the harp and education. She was called Terpsichore because she was enjoying and having fun with dancing (“Terpo” in Greek means to be amused). She was depicted wearing laurels on her head, holding a harp and dancing.
<<elseif $invoke is "Erato">>\
<<display 'on button'>>
Erato was the protector of Love and Love Poetry – as well as wedding. Her name comes from the Greek word “Eros” that refers to the feeling of falling in love. She was depicted holding a lyre and love arrows and bows.
<<elseif $invoke is "Polymnia">>\
<<display 'on button'>>
Polymnia was the protector of the divine hymns and mimic art; she invented geometry and grammar. She was depicted looking up to the Sky, holding a lyre.
<<elseif $invoke is "Ourania">>\
<<display 'on button'>>
Ourania was the protector of the celestial objects and stars as she invented astronomy. She was always depicted bearing stars, a celestial sphere and a bow compass.
<<elseif $invoke is "Calliope">>\
<<display 'on button'>>
Calliope was the superior Muse. She was accompanying kings and princes in order to impose justice and serenity. She was the protector of heroic poems and rhetoric art. According to the myth, Homer asks from Calliope to inspire him while writing Iliad and Odyssey, and, thus, Calliope is depicted holding laurels in one hand and the two Homeric poems in the other hand.
<<elseif $invoke is "technomancer" or $invoke is "Technomancer">>\
<center><img src="http://resources.technomancer.info/Images/Opening/0 Technomancy trans w.png" width="500" title="invoke"></center>
<<elseif $invoke is "amawsau" or $invoke is "AMAWSAU">>
<center>All Models Are Wrong,
Some Are Useful.
May you find some use from what you find here.
</center>
<<elseif $invoke is "Hekate" or $invoke is "Hecate">>
<center>
<b>Hail Hekate</b>
Keeper of Keys
Watcher of Ways
Mother of Magic.
</center>
<<else>>\
<center><img src="http://resources.technomancer.info/Images/Opening/power button/red-on-off-icon.png" width="40" title="invoke"></center>
<<endif>>\<<set $kid to 0>>\
<<set $invoke to "invoke">>\
<<set $atlascount to 0>>\
<<set $redbookcount to 0>>\
<<if $invoke is "speak">>\
Seems like you're figuring it out. The trick is just figuring out when and where words are empowered to have effect if you <i>invoke</i> them.
<<elseif $invoke is "invoke">>\
Seems like you're figuring it out. The trick is just figuring out when and where words are empowered to have effect if you <i>speak</i> them.
<<else>>\
You've already done this once.
To your left there's a box. You can use it to <i>speak</i> and, if you say certain words of power in specific places, you can <i>invoke</i> secrets and information.
<<endif>>\<<set _sigil to "application">>\
You find yourself in a space without space. Without physicality and all that goes with it, including form and light. Without light there is no darkness or color. Without form there are no vibrations, thus no sounds or even silence. You are aware that you are not alone here, but without form there is no sense of being crowded. All that exists is thought and concept.
[[Application layer|correspondence point Application ext]]
[[TCP-IP model]]
[[Dedicated App]]
[[Host Applications]]
null space
correspondence sphere
Content Delivery Networks(CDNs)/"the cloud"
virtualization
thin clients
DNS: Domain Name System Dionysus may not be the guy to give you directions, but who better to know everyone?
DHCP - Dynamic Host Configuration Protocol; who has the party?
IP Procurement; DORA (the explorer)
-Discover
-Offer
-Request
-Acknowledge
<<display 'kid image'>>\
<<set $childend to "child " + $childloc>>\
<<if $player_fate is "zero_g">>\The child holds up a ball.
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/0 sphere.png" width="250" height="250" align="right">\
[[0|$childend]] [[1|Child teach]] [[2|Child teach]] [[3|Child teach]] [[4|Child teach]] [[5|Child teach]] [[6|Child teach]] [[7|Child teach]] [[8|Child teach]] [[9|Child teach]] [[10|Child teach]]
<<elseif $player_fate is "one_g">>\The child holds up a stick.
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/1 stick.png" width="250" height="250" align="right">\
[[0|Child teach]] [[1|$childend]] [[2|Child teach]] [[3|Child teach]] [[4|Child teach]] [[5|Child teach]] [[6|Child teach]] [[7|Child teach]] [[8|Child teach]] [[9|Child teach]] [[10|Child teach]]
<<elseif $player_fate is "two_g">>\The child holds a snake.
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/2 snake.png" width="250" height="250" align="right">\
[[0|Child teach]] [[1|Child teach]] [[2|$childend]] [[3|Child teach]] [[4|Child teach]] [[5|Child teach]] [[6|Child teach]] [[7|Child teach]] [[8|Child teach]] [[9|Child teach]] [[10|Child teach]]
<<elseif $player_fate is "three_g">>\The child holds a triangle.
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/3 triangle.png" width="250" height="250" align="right">\
[[0|Child teach]] [[1|Child teach]] [[2|Child teach]] [[3|$childend]] [[4|Child teach]] [[5|Child teach]] [[6|Child teach]] [[7|Child teach]] [[8|Child teach]] [[9|Child teach]] [[10|Child teach]]
<<elseif $player_fate is "four_g">>\The child holds a square.
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/4 box.png" width="250" height="250" align="right">\
[[0|Child teach]] [[1|Child teach]] [[2|Child teach]] [[3|Child teach]] [[4|$childend]] [[5|Child teach]] [[6|Child teach]] [[7|Child teach]] [[8|Child teach]] [[9|Child teach]] [[10|Child teach]]
<<elseif $player_fate is "five_g">>\The child holds out an open hand.
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/5 hand.png" width="250" height="250" align="right">\
[[0|Child teach]] [[1|Child teach]] [[2|Child teach]] [[3|Child teach]] [[4|Child teach]] [[5|$childend]] [[6|Child teach]] [[7|Child teach]] [[8|Child teach]] [[9|Child teach]] [[10|Child teach]]
<<elseif $player_fate is "six_g">>\The child watches a bee buzzing.
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/6 bee.png" width="250" height="250" align="right">\
[[0|Child teach]] [[1|Child teach]] [[2|Child teach]] [[3|Child teach]] [[4|Child teach]] [[5|Child teach]] [[6|$childend]] [[7|Child teach]] [[8|Child teach]] [[9|Child teach]] [[10|Child teach]]
<<elseif $player_fate is "seven_g">>\The child looks up at a star.
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/7 star.png" width="250" height="250" align="right">\
[[0|Child teach]] [[1|Child teach]] [[2|Child teach]] [[3|Child teach]] [[4|Child teach]] [[5|Child teach]] [[6|Child teach]] [[7|$childend]] [[8|Child teach]] [[9|Child teach]] [[10|Child teach]]
<<elseif $player_fate is "eight_g">>\The child holds a compass.
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/8 compass.png" width="250" height="250" align="right">\
[[0|Child teach]] [[1|Child teach]] [[2|Child teach]] [[3|Child teach]] [[4|Child teach]] [[5|Child teach]] [[6|Child teach]] [[7|Child teach]] [[8|$childend]] [[9|Child teach]] [[10|Child teach]]
<<elseif $player_fate is "nine_g">>\The child pets a cat.
<img src="http://resources.technomancer.info/Images/Opening/child/counting/symbols/9 feline.png" width="250" height="250" align="right">\
[[0|Child teach]] [[1|Child teach]] [[2|Child teach]] [[3|Child teach]] [[4|Child teach]] [[5|Child teach]] [[6|Child teach]] [[7|Child teach]] [[8|Child teach]] [[9|$childend]] [[10|Child teach]]
<<endif>>
<<if $childloc>>\
<<display 'Child end'>>\
[[Step away.|CIA camp]]
<<else>>\
<<display 'Child start'>>\
<<set $childloc to "CIA">>\
<<endif>>\
[[Mathmagician]]
Double-click this passage to edit it.1
2
4
8
16
32
64
128
.
256
512
1024
2048
each binary 1 equals a bit. 3 bits make an octal (representing numbers decimal numbers 1-8). 4 bits make a nibble, and often get compressed to [[hexidecimal]]. 8 bits make a byte.
octets used in IPs are 1 byte.
[[binary]]
[[Mathmagician]]base 16
subnoted with an h
0-F
0, 1, 2, 3, 4, 5, 6, 7, 8, 9, A, B, C, D, E, F
10h = 16
5Eh = (16 x 5) + (14) = 94
group of 4 bits (nibble)
[[Binary]]
[[Mathmagician]]Math is the first magic,
which all others are built upon.
[[binary]]
[[hexidecimal]]
[[Primes]]
[[Sacred Geometry]] Very large prime numbers; encryption.
[[Mathmagician]]<<display 'kid image'>>\
Seek knowledge and power,
Before the doors of the tower
Nearby a child sits
Counting your wits.
<<set $player_fate to either("zero_g", "one_g", "two_g", "three_g", "four_g", "five_g", "six_g", "seven_g", "eight_g", "nine_g")>>\
You say "[[What?|test kid]]"
<<set $kidcount to 0>>\<<display 'kid image'>>\
Your counting signs learned,
The child away turned.
And as they run free,
Laugh with unbounded glee.
<<set $kid to $kid + 1>>\
<<unset $player_fate>>\
<<unset $kidcount>>\
<<unset $childend>>\
<<unset $childloc>>\
<<unset $childcol>>\You stand on a balcony running around the upper floor of the main hall.
There is a set of stairs down to the [[main hall|guildhall main hall]].
An open door shows a [[library|guildhall library]].
On the left side you see an open door onto a [[porch|guildhall porch]]. <<set _sigil to "osi">>\
<img src="http://resources.technomancer.info/Images/Tower/technomancer OSI.png" width="250" align="right">You approach the woman. She is tall and slender. She is robed in black, a simple design of fine quality with flaired sleeves and elegantly subtle flourishes.
"Beyond is the [[tower|tower journey]]. A presentation of the [[OSI model's|tower osi]] structure. It serves as a gateway to other worlds and greater knowledge for those who are ready and willing."
[[Step away.|tower door]]<<set _sigil to "osi">>\
<img src="http://resources.technomancer.info/Images/Tower/tower door/7 layers.png" width="250" align="right">
"The technomancer’s tower takes many forms to combine aspects of several different types of mnemonics. However, it uses model, note, haptic, correlation, iconic, and potentially olfactory memory to build a journey in the method of loci.
"At its most powerful, the method of loci process can bring the user to a nearly trance-like meditative state. Their senses turned inwards and dissociated from their body.
"This is the entry point for spaces within the Tower. These shared spaces represent the guildhall of the Technomancer- the common references from which their personal explorations and practices can grow.
"The first set of spaces is related to the [[OSI model|tower osi]], associating them with floors in a tower and the [[chakras|tower chakra]]. Once these floors are established, they provide further access to deeper explorations."
[[Step away.|tower door]]<<set _sigil to "osi">>\
<img src="http://resources.technomancer.info/Images/Tower/tower door/CHAKRA-OSI.png" width="500" align="right">
"The seven layers of the Open Systems Interconnection (OSI) model partitions a communication system into abstraction layers. By characterizing and standardizing communication functions it becomes a common framework for learning and discussing different features and methodologies.
"The tower helps learn these layers by associating them with [[spaces|tower journey]] and [[chakras|tower chakra]]. Then, it provides a set of gateways to organize and further explore the concepts within these layers."
[[Step away.|tower door]]<<set _sigil to "osi">>\
<img src="http://resources.technomancer.info/Images/Tower/tower door/chakras.png" width="250" align="right">
"Chakras are used in a variety of ancient meditation practices. They are believed to be energy points, focal points, or nodes in the subtle body where non-physical energy channels would meet, much like organs in the physical body.
"Various texts and teachings present a different number of chakras. According to the tantric texts it's believed that there are many chakras in the subtle human body. However, there are seven that are considered to be the most important.
"The chakras are associated with remembering the layers of the [[OSI model|tower osi]] through the [[tower|tower journey]]."
[[Step away.|tower door]][[Step away.|Localhost door]]
[[Enter the door.|Hardware]]<center><img src="http://resources.technomancer.info/Images/Opening/power button/red-on-off-icon.png" width="40" title="invoke"></center>
in·vo·ca·tion /ˌinvəˈkāSH(ə)n/ noun
- to invoke or the act or process of invoking
- the act or process of petitioning for help or support
specifically a prayer of entreaty, as at the beginning of a service of worship
- a formula for conjuring
- an act of legal, moral, or technical implementation
in·voke /inˈvōk/ verb
invokes; invoked; invoked; invoking
- cite or appeal to (someone or something) as an authority for an - action or in support of an argument.
- call on (a deity or spirit) in prayer, as a witness, or for inspiration.
- call earnestly for.
- summon (a spirit) by charms or incantation.
- give rise to; evoke.
- (COMPUTING) cause (a procedure) to be carried out.
Synonyms: summon, call (up), bring, conjure (up), bring forth, bring on, elicit, induce, cause, kindle, bring out, pray to, call on, appeal to, plead with, supplicate, entreat, solicit, beseech, beg, implore, importune, petition, call for, request, obtest, obsecrate, impetrate
<<textbox "$invoke" "" "Beginning">>Visual language is defined as a system of communication using visual elements. The term visual language in relation to vision describes the perception, comprehension, and production of visible signs.
to encode raw data into a systematic, visual representation.
The visual language is focused on the visual comprehension of information. It’s not only about how to use components/styles together to create a consistent UI, but also about why we choose to use the components/styles in the first place.In other words, the visual language is a philosophy that provides background or explanation as to why things have been put together in a certain way.
memory aid
Colors ; layer/relationships
numbers ; child
<<set $childcol to either("1", "2", "3")>>\<<if $childcol>>\
<<else>>\
<<display 'random kid col'>>\
<<endif>>\
<<if $childcol is "1">>\
<img src="http://resources.technomancer.info/Images/Opening/child/character/kid 1.png" width="250" align="left">\
<<elseif $childcol is "2">>\
<img src="http://resources.technomancer.info/Images/Opening/child/character/kid 2.png" width="250" align="left">\
<<elseif $childcol is "3">>\
<img src="http://resources.technomancer.info/Images/Opening/child/character/kid 3.png" width="250" align="left">\
<<elseif $childcol is "b">>\
<img src="http://resources.technomancer.info/Images/Opening/child/character/kid b.png" width="250" align="left">\
<<elseif $childcol is "g">>\
<img src="http://resources.technomancer.info/Images/Opening/child/character/kid g.png" width="250" align="left">\
<<elseif $childcol is "p">>\
<img src="http://resources.technomancer.info/Images/Opening/child/character/kid p.png" width="250" align="left">\
<<elseif $childcol is "r">>\
<img src="http://resources.technomancer.info/Images/Opening/child/character/kid r.png" width="250" align="left">\
<<elseif $childcol is "w">>\
<img src="http://resources.technomancer.info/Images/Opening/child/character/kid w.png" width="250" align="left">\
<<elseif $childcol is "y">>\
<img src="http://resources.technomancer.info/Images/Opening/child/character/kid y.png" width="250" align="left">\
<<else>>\
null image.
<<endif>>\
<<if $invoke is "testing">>\
<<display 'kid image'>>
<<endif>>\One of the things technomancy tries to accomplish is highlighting the better aspects of computer science for engineering.
Most technical instruction is goal and accomplishment focused. Solving a problem or earning a degree or certification. This 'engineering mindset' can accomplish many things in the near and medium terms. But, this mindset can fail under the pressure of unending change and inevitable obsolescence. This happens ether because the engineer fails to keep up, stagnating and petrifing into a single set of technologies, or by becoming overwhelmed and oversaturated with the eternal parade of new information.
Computer science, conversely, prefers the navel-gazing of philosophy and theory. Technomancy tries to embrace the benefits of theory in ways that make them more accessable, and thus useful, to the engineer in an effort to consolodate the frequent changes into frameworks.<<set _sigil to "data link">>\
You stand within a courtyard surrounded by a stories high wall of orange stone with a sky of yellow haze.
The grass at your feet is red, and the river a burnt yellow.
Nearby is an alcove at the edge of a vaulted tunnel under the wall. In the alcove a [[stairway|data link wall top]] rises. The tunnel allows a river to flow which crosses the courtyard. The river splits around a [[great tree|datalink island cross red]] that stands in the center of yard, leaving it on an island.
In the distance beyond you can see the wall circle back together, but halfway along the arc is a [[gate|MAC Gate]].<<set _sigil to "data link">>\
You stand atop a great wall built of orange stone. It stands stories high and stretches on as far as the eye can see in either direction. The walkway on which you stand would easily allow two large vehicles to pass one another between the crenelations on either side.
You stand by a [[stairway|data link stairs bottom]] set into an alcove in the crenellations at the edge of the walkway, and beyond which the wall splits. The divided halves of the great wall leave an oval courtyard between two thinner walls before rejoining at the far end. At the midpoint of the oval are great gates that lead from either side of the great wall into the courtyard below.
In the center of courtyard stands a great tree, enough taller than the wall itself it can certainly be seen from outside.
You see that under the great wall is a vaulted tunnel within which flows a river. It emerges into the courtyard and splits around either side of the tree, leaving it on a small island. The grass on one side of the river and on the island is red, the grass on the other is yellow. The tree is orange and the sky a roiling cauldron of yellow clouds.
The east of the wall is an expansive sea, crimson and rolling. The sky overhead boils with seething clouds that break and roll back as they reach the fortified shoreline.
Within the courtyard and to the west is an expanse of rolling land covered in yellow dust. Pylons and obolisks of black and grey jut up from the landscape. The sky is without cloud, but the sun hangs low and lights the hazy air an angry yellow.
--
[[Air Interface]]<<set _sigil to "data link">>\
You stand at the edge of the river where it forks around the small island with a tree. A great orange wall wraps about you, leaving only a small oval slice of a boiling yellow sky above.
The river flows out from a vaulted tunnel under the wall [[upstream|data link stairs bottom]] and dissappears back into another tunnel under the wall [[downstream|datalink downstream red]]. In the courtyard's perimeter wall halfway between those tunnels is a great [[gate|LLC Gate]].
While the grass at your feet is red, and the grass below the tree is red, the grass on the far side is yellow and the river itself is tinted orange.
<<display "mac lir invoke">>\
In the middle of the wall is a [[gate|MAC Gate]].<<set _sigil to "data link">>\
[[Figure in orange.|wire wizard]]
To one side is a [[small table|data link altar]] with small items and hangings.
[[Leave.|data link intro]] <<set _sigil to "data link">>\
<<if $invoke is "Axis Mundi" or $invoke is "axis mundi">>\
<img src="http://resources.technomancer.info/Images/Layers/2 Data link/axis mundi w.png" align="right" width="250">\
Where the tree stood a moment ago you see a helix of floating stones forming a pair of spiral staircases rising out of the red earth [[below|Physical intro]] and climbing up into the sallow sky [[above|Network intro]].
[[Look away.|data link tree][$invoke to ""]]
[[Step away.|data link intro]]
<<else>>\
<img src="http://resources.technomancer.info/Images/Layers/2 Data link/data link tree w.png" align="right" width="250">\
The <i>Axis Mundi</i> is also called the cosmic axis, world axis, world pillar, center of the world, world tree. In certain beliefs and philosophies it expresses a point where the four compass directions meet and there is connection between sky, or heavens, and earth. At this point travel and correspondence is possible between higher and lower realms.
Communication from lower realms may ascend to higher ones and blessings from higher realms may descend to lower ones and be disseminated to all. The spot functions as the omphalos or navel, the world's point of beginning
[[Step away.|data link intro]]
<<endif>>\The data link layer has two sublayers:
-media access control (MAC) which mediates the vulgar
The near ethereal, that side of the gauntlet nearer the mundane world where the roots of the world tree dig into the matter of the physical world or the gate on the red side of the courtyard.
-logical link control (LLC) which mediates the transcendent
The far ethereal, the side of the gauntlet nearer the astral domains into which the branches of the world tree reach. Or the gate on the yellow side of the courtyard.<<set _sigil to "data link">>\
A tall man stands in a chariot that rides upon the water pulled by a white-maned steed.
He draws near to allow you to [[board|mac lir transit]].
Manannán mac Lir is a sea deity in Irish mythology (mac Lir meaning "son of the sea"). In the tales, he is said to own a sea-borne chariot drawn by the horse Enbarr, a powerful sword, and a cloak of invisibility.
He is seen as the guardian of the Otherworld and one who ferries souls to the afterlife. Manannán is furthermore identified with the trickster figure Bodach an Chóta Lachtna ("the churl in the drab coat")
Manannán is similar to many other spectral boatmen, the best known of which is likely the Greek Charon, though the Ferryman prototype is seen throughout Indo-European myth, such as the Mesopotamian Urshanabi.
<i>MAC Lir Lingers Close</i><<set _sigil to "data link">>\
You stand within a courtyard surrounded by a stories high wall of orange stone with a sky of yellow haze.
The grass at your feet is yellow, and the river a light red.
Nearby is a vaulted tunnel under the wall. The tunnel allows a river to flow which crosses the courtyard. The river splits around a [[great tree|datalink island cross yellow]] that stands in the center of yard, leaving it on an island.
In the distance beyond you can see the wall circle back together, but halfway along the arc is a [[gate|LLC Gate]].
[[multiplexing|dl multiplex]]
[[connection services|dl connection services]]
[[synchronous transmission|dl synch trans]]
<<set _sigil to "data link">>\
You stand at the edge of the river where it forks around the island with a tree. A great orange wall wraps about this little world, leaving only a small oval slice of haze filled yellow sky above.
The river flows out from a vaulted tunnel under the wall [[upstream|datalink upstream yellow]] and dissappears back into another tunnel under the wall [[downstream|datalink downstream yellow]]. In the courtyard's perimeter wall halfway between those tunnels is a great [[gate|LLC Gate]].
While the grass at your feet is yellow the grass below the tree and on the far side is red, and between the two the river itself is tinted orange.
<<display "mac lir invoke">>\<<if $invoke is "Manannán mac Lir" or $invoke is "Manannan mac Lir">>\
<<display "mac lir crossing">>\
<<else>>\
There is a strange chariot without wheels on the edge of the river. Carved into the front rail is the name <i>Manannán mac Lir</i>.
<<endif>>\
<<if $invoke is "Mac Lir Lingers Close">>\
<<display "data link sublayers">>\
<<elseif $invoke is "mac Lir Lingers Close">>\
<<display "data link sublayers">>\
<<elseif $invoke is "mac lir lingers close">>\
<<display "data link sublayers">>\
<<elseif $invoke is "MAC Lir Lingers Close">>\
<<display "data link sublayers">>\
<<elseif $invoke is "MAC LLC">>\
<<display "data link sublayers">>\
<<endif>>\<<set _sigil to "data link">>\
<<if previous() is "datalink island cross red">>\
cross to [[island|data link intro]]
cross to [[other side|datalink island cross yellow]]
<<elseif previous() is "datalink island cross yellow">>\
cross to [[island|data link intro]]
cross to [[other side|datalink island cross red]]
<<elseif previous() is "datalink intro">>\
cross to [[red side|datalink island cross red]]
cross to [[yellow side|datalink island cross yellow]]
<<else>>\
cross to [[island|data link intro]]
cross to [[red side|datalink island cross red]]
cross to [[yellow side|datalink island cross yellow]]
<<endif>>\<<set _sigil to "data link">>\
[[back|data link wall top]]
In wireless communication the air interface is the radio-based communication link between the mobile station and the active base station. This interface comprises layers 1 and 2 of the OSI Model, establishing a point-to-point link between the mobile station and the base station.
Wireless transmissions are more likely to have multiple access points on a given physical segment and significantly less reliability than wired transmission, even over short distances. Consequently, the data link layer gains additional emphasis and integrates features normally seen in higher layers like increased error checking and retransmission.
Sometimes also called an access mode.
In cellular networks, such as GSM, UMTS, LTE, or the various UTRA standards, the base station has the absolute control over the air interface and schedules the downlink access as well as the uplink access of all devices. The MAC protocol is specified by 3GPP
For example, in UMTS and LTE the sublayers are;
* MAC protocol.
-- designed to maximize use of expensive licensed spectrum.
* Packet Data Convergence Protocol (PDCP)
* Radio Link Control (RLC) protocol
PDCP
transfer of network layer data
header compression
security functions
sequencing (in order delivery) and duplicate detection
RLC
Error correction through Automatic Repeat Query/reQuest (ARQ).
Repackaging of higher layer data units (concatenation, segmentation, reassembly) to size them for better radio transmission.
RRC
In some wireless standards there is a Radio Resource Control sublayer. This layer is dedicated to dynamically configuring the spectrum the device uses for transmission based on environment, power use, and other situational factors.
This may represent control of software defined radio equipment or be similar to additional tasks to the MAC sublayer in other standards; allocating the use of available resources.
<<set _sigil to "data link">>\
MAC / MAP
You stand within a courtyard surrounded by a stories high wall of orange stone with a roiling sky of yellow clouds. The grass at your feet is red.
Nearby is a [[gate|MAC harbor]] in the wall and a [[tiny village|MAC topics]].
To either side of the courtyard is a vaulted [[tunnel|data link stairs bottom]] under the wall that allows a river of burnt yellow to flow across the courtyard. The river splits around a [[great tree|datalink island cross red]] that stands in the center of yard, leaving it on an island.
A river of sallow red to flow across the courtyard, out from a vaulted tunnel under the wall [[upstream|data link stairs bottom]]. The river splits around a [[great tree|datalink island cross red]] that stands in the center of yard, leaving it on an island. It continues [[downstream|datalink downstream red]] and dissappears back into another tunnel under the wall.
<<if $invoke is "MAC" or $invoke is "mac">>\
<<set _mac to 1>>\
<<elseif $invoke is "Media Access Control" or $invoke is "Media Access control">>\
<<set _mac to 1>>\
<<elseif $invoke is "Media access control" or $invoke is "media access control">>\
<<set _mac to 1>>\
<<elseif $invoke is "MAP" or $invoke is "map">>\
<<set _mac to 1>>\
<<elseif $invoke is "Multiple Access Protocol" or $invoke is "Multiple Access protocol">>\
<<set _mac to 1>>\
<<elseif $invoke is "Multiple access protocol" or $invoke is "multiple access protocol">>\
<<set _mac to 1>>\
<<endif>>\
<<if _mac is 1>>\
The channel access control mechanisms provided by the MAC layer are also known as a Multiple Access Protocol. A MAC layer is not required in full-duplex point-to-point communication, but address fields are included in some point-to-point protocols for compatibility reasons. The multiple access protocol may detect or avoid data packet collisions if a packet mode contention based channel access method is used, or reserve resources to establish a logical channel if a circuit-switched or channelization-based channel access method is used.
Examples of physical networks are Ethernet networks and Wi-Fi networks, both of which use MAC addresses.
<<endif>>\<<set _sigil to "data link">>\
[[MAC topics]]
MAC addresses; a unique serial number assigned to a particular network interface (typically at time of manufacture), uniquely identifiable amongst all other network devices in the world. This guarantees that each device in a network will have a different MAC address (analogous to a street address). This makes it possible for data packets to be delivered to a destination within a subnetwork, but not by network layer routers.
A common example of a Layer 2 address is a MAC address, which is a 48-bit address assigned to a device’s network interface card (NIC). MAC addresses are written in hexadecimal notation (for example, 58:55:ca:eb:27:83). The first 24 bits of the 48-bit address is the vendor code.
The IEEE Registration Authority assigns a manufacturer one or more unique vendor codes. You can use the list of vendor codes at http://standards.ieee.org/develop/regauth/oui/oui.txt to identify the manufacturer of a networking device, based on the first half of the device’s MAC address. The last 24 bits of a MAC address are assigned by the manufacturer, and they act as a serial number for the device. No two MAC addresses in the world should have the same value.<<set _sigil to "data link">>\
[[MAC Frames]]
The MAC layer is responsible for frame synchronization which can be done through any of four means:
time based, character counting, byte stuffing, and bit stuffing.
* Time based simply puts a specified amount of time between frames. The major drawback of this is that new gaps can be introduced or old gaps lost due to external influences.
* Character counting simply notes the count of remaining characters in the frame's header. This method is easily thrown off if the field is corrupted in some way, making it hard to keep up synchronization.
* Byte stuffing precedes and ends each frame with a special sequence. Each opening (Hear me!) must be closed with the corresponding closing (Selah! So mote it be!) The start and stop marks are detected at the receiver and removed. This allows for frame length to vary arbitrarily and allows easy synchronization for the recipient.
* Bit stuffing instead inserts a specific synchronization bit any time a specific pattern occurs. (Cthulhu ftaghn! Iä! Shub Nuggerath! Iä! Azathoth!)
* Syncword A syncword is a known sequence of data used to allow unambiguous identification of synchronization sequences. It is also called by other names, including a reference signal. If placed at the beginning of a transmission it may identify the start of a data transmission or it may be inserted as part of self-synchronizing code.
<<set _sigil to "data link">>\
<<set $frame_enter to previous()>>\
<<if $frame_enter is "altar frame">>\
[[Put down the frame.|altar frame]]
<<elseif $frame_enter is "data link frame">>\
[[Put down the frame.|data link frame]]
<<endif>>\
Frame Construction
A frame is the protocol data unit (PDU) at the data link layer, constructed at the MAC sublayer. It is the final layer of encapsulation before the data is transmitted over the physical layer.
PDUs of different sizes can be nested inside each other. For example, when using Point-to-Point Protocol (PPP) over asynchronous serial communication, the eight bits of each individual byte are framed by start and stop bits, the payload data bytes in a network packet are framed by the header and footer, and several packets can be framed with frame boundary octets.
If a receiver is connected to the system in the middle of a frame transmission, it ignores the data until it detects a new frame synchronization sequence.
[[MAC Frame Syncword]]
[[MAC Frame Header]]
Contents; The minimum payload is 42-bytes while the maximum is 1500-bytes. Non-standard, “jumbo,” frames allow for larger payload size.
FCS; a four byte cyclic redundancy check (CRC) used for error-detecting to detect accidental changes to raw data by determining the remainder of a polynomial division of their contents. On retrieval, the calculation is repeated and, in the event the check values do not match, corrective action can be taken against data corruption. This is simple to implement in binary hardware, easy to analyze mathematically, and particularly good at detecting common errors caused by noise in transmission channels. Because the check value has a fixed length, the function that generates it is occasionally used as a hash function.
Inter Packet Gap; Idle time between packets. After a packet has been sent, transmitters are required to transmit a minimum of 96 bits (12 octets) of idle line state before transmitting the next packet.
[[MAC Frame Sync]]<<set _sigil to "data link">>\
[[MAC Frames]]
Syncword
Preamble; a 56-bit (seven-byte) pattern of alternating 1 and 0 bits, allowing devices on the network to easily synchronize their receiver clocks.
10101010 10101010 10101010 10101010 10101010
Delimiter; eight-bit (one-byte) value that is designed to break the bit pattern of the preamble and signal the start of the actual frame. SFD has a value of 171
10101011
Hear Me!
Attend Me!
I Invoke Thee!
<<set _sigil to "data link">>\
[[MAC Frames]]
Header
Destination; Address for which the frame is intended if attached to the same media. A MAC Address is 48 bits (6 bytes), generally written as 6 hex pairs.
Source; Address of the sending node, i.e. address for return or response.
vLAN Tagging; an optional tag for virtual LANs.
Ethertype/Length; This 16 bit (two-byte) long segment can be used for two different purposes.
Values of 1500 and below mean that it is used to indicate the size of the payload in octets.
Values of 1536 and above indicate that it is used as an EtherType; indicating which protocol is encapsulated in the payload of the frame.
The length of the frame is determined by the location of the interpacket gap and valid frame check sequence (FCS).
<<set _sigil to "data link">>\
LLC
You stand within a courtyard surrounded by a stories high wall of orange stone that reaches towards a sky of yellow haze. The yellowed grass crackles at your feet.
Nearby is a [[gate|LLC fields]] in the wall.
A river of burnt yellow to flow across the courtyard, out from a vaulted tunnel under the wall [[upstream|datalink upstream yellow]]. The river splits around a [[great tree|datalink island cross yellow]] that stands in the center of yard, leaving it on an island. It continues [[downstream|datalink downstream yellow]] and dissappears back into another tunnel under the wall.
<<if $invoke is "LLC" or $invoke is "llc">>\
<<set _mac to 1>>\
<<elseif $invoke is "Local Link Control" or $invoke is "Local Link control">>\
<<set _llc to 1>>\
<<elseif $invoke is "local link control" or $invoke is "Local link control">>\
<<set _llc to 1>>\
<<endif>>\
<<if _llc is 1>>\
LLC
The uppermost sublayer acts as an interface between the MAC sublayer and the network layer. In this capacity it organizes the data coming from layers above the data link into a single stream (multiplexes) and sorts incoming data for the correct network layer recipient (demultiplexes).
Optionally, it provides security with authentication, authorization, and cryptographic key agreement mechanisms to support secure communication between nodes.
<<endif>>\You stand at the top of a hill outside a small, one room house with a small [[door|Dedicated App]].
A [[path|Localhost fork]] leads down the hill.<<if previous() is "Localhost fork">>\
<img src="http://resources.technomancer.info/Images/localhost/house-wooden-signpost.png" width="91" height="131" title="">
Behind the sign you find a small [[foot path|localhost hilltop]] that wanders into the underbrush and up the side of the hill.
Step out onto the [[fork|Localhost fork]].
<<elseif previous() is "localhost hilltop">>\
You stand on a small foot path that wanders through the underbrush [[downhill|Localhost fork]] from the [[house|localhost hilltop]] at the top.
<<else>>\
You stand on a small foot path that wanders through the underbrush on the side of a hill. The path runs [[uphill|localhost hilltop]] or [[downhill|Localhost fork]].
<<endif>>\
<<display 'lost'>><<set _sigil to "data link">>\
<img src="http://resources.technomancer.info/Images/Layers/2 Data link/spider dl o.png" align="right" width="250">
The data link is one of the [[media|media etherial]] layers. The [[etherial|media etherial]] nearer reaches of the [[transcendental realms|transcendental realms]].
[[Look at something else.|data link altar]]
[[Step away.|wire wizard home]]<<set _sigil to "session">>\
[[Enchanter of the Ether]]
To one side is a [[small table|session altar]] with small items and hangings.
[[Leave.|Session intro]]
<<set _sigil to "session">>\
[[Step away.|enchanter dome]]
Enchanters of the Ether
The fundamental language of the aetherium burns its way through reality. The passing of its words and phrases are the foundation upon which the transcendental realms are built. It cannot be spoken by mortal mouths and the choruses of spirits that sing in that wyrd tongue falls strange and alien upon our ears.
Our art is to take the very strands of that song and weave it into the music of the celestial spheres. To make it manifest and use its substance. We trap it as azure radiance to light the ghostly paths. We spin it into silver cords that to mark ways to and fro. We bind it into ports and portals, the doorways through the realms beyond that mortals take for granted.
Sympathetic Magic
Contagion; Once together always together.
Correspondence; Like produces Like.<<set _sigil to "session">>\
<img src="http://resources.technomancer.info/Images/Layers/Utilities/Astral hang.png" align="left">\
Session is one of the [[host or astral|host astral]] layers. These are the farther reaches of the [[transcendental realms|transcendental realms]], where the associations with material space are less important than the shadow realms' own abstract maps.
[[Look at something else.|session altar]]
[[Step away.|enchanter dome]]
You come to a crossroad.
The first [[road|sym vs asym encrypt fork]].
The next [[road|hashing entry fork]] starts to arc downwards a few steps away. Shallow steps are built on either side, and you can see it getting much sharper as it moves away.
Then the last [[road|CIA camp]] road leads up into the hills. While the road is mainly made from a dark stone it works in a braided pattern of two other different shades.
Trees close in around the edge of the roads, and hanging from their branches are [[keys|encryption keys]].
<<if $invoke is "Presentation" or $invoke is "presentation">>\
You see a [[path|presentation encryption]] into the trees where none was a moment ago. A three eyed raven watches you from the branches above it.
<<else>>\
<<endif>>\You step over to the tree and tucked away behind it find a small, private area.
[[Go back.|CIA camp]]
Sometimes privacy is viewed as synonomous with or an aspect of confidentiality. Other times its related to all three aspects of the CIA traid.
Privacy also refers to individuals and what personal data is collected / shared, while confidentiality is about protecting the access to the data. If an attacker manages to download the customer database of a webshop, the system failed to provide confidentiality and consequently the leak of addresses and phone numbers compromises the privacy of their customers.[[go back|sym vs asym encrypt fork]][[go back|sym vs asym encrypt fork]]
Elliptic Curve and Quantum Cryptography
<<unset $hashing>>\
You stand at the edge of a village. A man sits, lounging and leaning against a sign as he smokes a water-pipe. The sign proclames this the town of <i>Hashing</i>.
The cluster of buildings sits at the bottom of a bowl-like depression with shear sides in all directions that make all the [[roads out|hashing return]] difficult.
Hashing
The MD4 Message-Digest Algorithm is a cryptographic hash function developed by Ronald Rivest in 1990. The digest length is 128 bits. first full collision attack against MD4 was published in 1995
MD5 (Message Digest) algorithm created by Ronald Rivest April of 1992, 128-bit hash value. 1996, however, there was a discovery of a number of collisions. December of 2008, researchers created a certificate authority certificate looked legitimate via an MD5 hash.
Secure Hash Algorithm or SHA. Created by NSA.
SHA-1. This is a 160-bit digest- 2005 collision
SHA-2. 512.
SHA-1. This is a 160-bit digest; created by RACE, and this RIPEMD stands for RACE Integrity Primitives Evaluation Message Digest.
<<if $invoke is "Hashing">>\
notes on hashing here.
<<endif>>\You look up at the keys hung in the boughs above you.
[[Look away.|encryption crossroads]]
glass key ; One time pad
pair of keys whose bits fit together ; Public/private
key that has matching bits on either side of the shaft ; symmetrical
key of light and shadow, changing form every time you look at it ; Session / ephemeral key
https://en.wikipedia.org/wiki/Key_(cryptography)<<set _sigil to "network">>\
[[figure in yellow|mage of the machines]]
To one side is a [[small table|network altar]] with small items and hangings.
[[Leave.|Network intro]]
<<set _sigil to "network">>\
<img src="http://resources.technomancer.info/Images/Layers/1 Physical/spider net y.png" align="right" width="250">
Network is one of the [[media|media etherial]] layers. The [[etherial|media etherial]] nearer reaches of the [[transcendental realms|transcendental realms]].
[[Look away.|mage tent]] In the wall there is a door of red iron beams and cables. Massive and imposing in its physicality, symbols are worked into its material.
In the wall there is a doorway of wood bound in iron, all burnished orange. It is solidly constructed, a barrier and restraint to motion. It represents a compromise and contridiction; a bridge providing a Link between ideas and mediums.
In the wall there is a door. It seems like one piece, but a moment's looking shows it's made from yellowing strands and threads bound together. Layers of Nets and webs woven into one another until they create a solid structure.
In the wall there is a door of shimmering and flowing green. It ripples and moves, constantly Transporting new material to replace the components within that flicker away every moment.
In the wall there is a door of blue, split down the middle and bound with silver cords.
In the wall there is a door of violet, worked with symbols and forms into a work of artistry to the eyes.
In the wall is a door of opalescent white, its surface fluttering like thousands of petals or feathers.<<set _sigil to "physical">>\
<center><a href="javascript:void(0)" data-passage="red"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/1 red.png" width="500">
</a></center>
[[Go through.|red]]
[[Step away.|Physical intro]]<<set _sigil to "data link">>\
<center><a href="javascript:void(0)" data-passage="orange"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/2 orange.png" width="500">
</a></center>
[[Go through|orange]]
[[Step away|data link intro]]<<set _sigil to "network">>\
<center><a href="javascript:void(0)" data-passage="yellow"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/3 yellow.png" width="500">
</a></center>
[[Go through.|yellow]]
[[Step away.|Network intro]]<<set _sigil to "transport">>\
<center><a href="javascript:void(0)" data-passage="green"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/4 green.png" width="500">
</a></center>
[[Go through.|green]]
[[Step away.|Transport intro]]<<set _sigil to "session">>\
<center><a href="javascript:void(0)" data-passage="blue"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/5 blue.png" width="500">
</a></center>
[[Go through.|blue]]
[[Step away.|Session intro]]<<set _sigil to "presentation">>\
<center><a href="javascript:void(0)" data-passage="violet"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/6 violet.png" width="500">
</a></center>
[[Go through.|violet]]
[[Step away.|Presentation intro]]
<<unset $ravenflight>>\<<set _sigil to "application">>\
<center><a href="javascript:void(0)" data-passage="white"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/7 white.png" width="500">
</a></center>
[[Go through.|white]]
[[Step away.|Application intro]]<<set _sigil to "presentation">>\
You stand at the base of a great step-pyramid that sits in a forest.
<<if $invoke is "presentation" or $invoke is "Presentation">>\
A [[great door|presentation temple interior]] stands open before you.
<<else>>\
A great, stone door is sealed before you. Carved into the face is a stylized eye.
<<endif>>\
The door is flanked on either side by a pair of statues, a man and a woman kneeling and holding up bowls in which flames flicker, as if making a <i>presentation</i> of their offering. Behind them, stairs lead to the [[top|presentation temple top]] of the structure. A path leads [[away|Presentation intro]] from the door into the surrounding forest.
<<if $ravenflight is "1">>\
You see the three eyed raven fly into the structure through a window or vent high up.
<<set $ravenflight to 2>>\
<<endif>>\<<set $ravenflight to "1">>\
<<set _sigil to "presentation">>\
The raven stops and looks at you for a moment, then takes to wing. It flys away down the path.
[[Follow.|presentation temple intro]]
[[Stay.|Presentation intro]]
<<set $teleloc to either("start crossroad", "CIA Triad", "Localhost door", "Localhost fork", "meditation labyrinth start", "foot path", "Guildhall door", "encryption crossroads", "private tree", "tower door")>>\
[[Wander away.|$teleloc]]
<<if $invoke is "testing">>\
<<display 'lost'>>
<<endif>>\You gaze into the crystal dome atop the [[pedestal|hardware crystal pedestal]] and see an archepelego floating within a crimson sea. Looking close you can see great detail.
At the edges of dome are a ring of <i>barrier islands</i> that would shield the inner islands. One of the islands is clarly a <i>volcano</i>, wisps of smoke trickling from the open crater in its summit. Another island is dominated by a spralwling library, a grand <i>storage</i> place for collected knowledge.
A string of small <i>boats</i> slip in through the outer islands at one end of the dome. At the other end a large <i>ship</i> slides through a channel towards a deep-water port.
In the <i>center</i> of the archepelago is a cluster of islands seperated by narrow, shallow straits.
[[Step away.|hardware crystal room]]
<<if $invoke is "barrier islands" or $invoke is "case">>\
The outer ring of islands represent the case of a device. One of the main <i>components</i> of a computer, this is the outer shell. It primarily determines the form factor of the device, which has implications for other components.
<img src="http://resources.technomancer.info/Images/localhost/hardware/tesseract w.png" width="91" align="left" title="case">As you look along the edge of the [[pedestal|hardware crystal pedestal]] you find a small symbol.
<<elseif $invoke is "volcano" or $invoke is "power supply">>\
<img src="http://resources.technomancer.info/Images/localhost/hardware/alchemical electricity w.png" width="91" align="left" title="power">You look at the side of the [[pedestal|hardware crystal pedestal]] near where the volcano sits and find a small symbol.
A power supply provides the energy for a computer to function. In smaller or portable devices these are often batteries of some sort. For devices without batteries, or where the battery are rechargeable, there will be some way to connect the device to outside power, such as an outlet. Often, these cords will have a power supply unit that converts alternating current (AC) electric power to low-voltage DC power.
<<elseif $invoke is "storage">>\
<img src="http://resources.technomancer.info/Images/localhost/hardware/hard drive w.png" width="91" align="left" title="storage">You look at the side of the [[pedestal|hardware crystal pedestal]] near where the library sits and find a small symbol.
The storage devices, such as internal hard drives...
<<elseif $invoke is "boats" or $invoke is "I/O">>\
<img src="http://resources.technomancer.info/Images/localhost/hardware/input output w.png" width="91" align="left" title="input and output">You look at the side of the [[pedestal|hardware crystal pedestal]] where the boats are appearing and find a small symbol.
The stream of boats represent the constant flow of input and output, or <i>I/O</i>, from user devices. Inbound boats bring signals from keyboards, mice, and other sensors, while outputs deliver information to speakers, screens, SCADA systems, and more.
<<elseif $invoke is "ship">>\
The ship is a connection to an external network, and the channel and deep water port are the pathway it takes through wired or wireless communications to reach the <i>motherboard</i>.
<<elseif $invoke is "components">>\
<i>case
power supply
I/O
motherboard</i>
<<endif>>\
<<display "motherboard components">>\volcano
quintescent aether
A power supply provides the energy for a computer to function. In smaller or portable devices these are often batteries of some sort. For devices without batteries, or where the battery are rechargeable, there will be some way to connect the device to outside power, such as an outlet. Often, these cords will have a power supply unit that converts alternating current (AC) electric power to low-voltage DC power.
[[Motherboard.|power supply connection]]
[[crystal dome shelves]]
AC/DC
Bagdad Battery
voltage/wattage/amperage
resistance.<<display "motherboard components">>\
[[Look elsewhere.|Computer components]]
[[motherboard]] You stand in a large, round pavilion.
The centerpiece is a large [[crystal dome|Computer components]] on a pedestal that dominates the space.
To one side of the pavilion is an [[alcove|crystal dome shelves]].
Arches and doorways open out to the larger [[room|Local framework]].You look at a pedestal on which a large [[crystal dome|Computer components]] sits. A symbols are carved along the edge where the dome meets the base.
<img src="http://resources.technomancer.info/Images/localhost/hardware/tesseract w.png" width="91" title="case">\
<img src="http://resources.technomancer.info/Images/localhost/hardware/alchemical electricity w.png" width="91" title="power">\
<img src="http://resources.technomancer.info/Images/localhost/hardware/hard drive w.png" width="91" title="storage">\
<img src="http://resources.technomancer.info/Images/localhost/hardware/input output w.png" width="91" title="input and output">\
<img src="http://resources.technomancer.info/Images/localhost/hardware/motherboard.png" width="91" align="left" title="motherboard">\
[[Step away.|hardware crystal room]]
<<unset $motherboard_entry>>\<<if $invoke is "test">>\
<<elseif $invoke is "input and output">>\
<img src="http://resources.technomancer.info/Images/localhost/hardware/input output w.png" width="91" align="left" title="">
To one side of the pavilion is an [[alcove|I/O]] with a symbol above it.
<<elseif $invoke is "power">>\
<img src="http://resources.technomancer.info/Images/localhost/hardware/power w.png" width="91" align="left" title="">
To one side of the pavilion is an [[alcove|hardware power supply]] with a symbol above it.
<<elseif $invoke is "case">>\
<img src="http://resources.technomancer.info/Images/localhost/hardware/tesseract w.png" width="91" align="left" title="">
To one side of the pavilion is an [[alcove|hardware case]] with a symbol above it.
<<elseif $invoke is "storage">>\
<img src="http://resources.technomancer.info/Images/localhost/hardware/hard drive w.png" width="91" align="left" title="">To one side of the pavilion is an [[alcove|Hard drive]] with a symbol above it.
<<elseif $invoke is "motherboard">>\
<img src="http://resources.technomancer.info/Images/localhost/hardware/motherboard.png" width="91" align="left" title="">To one side of the pavilion is an [[alcove|hardware mainboard]] with a symbol above it.
<<else>>\
<center>\
<img src="http://resources.technomancer.info/Images/localhost/hardware/tesseract w.png" width="91" title="">\
<img src="http://resources.technomancer.info/Images/localhost/hardware/alchemical electricity w.png" width="91" title="">\
<img src="http://resources.technomancer.info/Images/localhost/hardware/hard drive w.png" width="91" title="">\
<img src="http://resources.technomancer.info/Images/localhost/hardware/input output w.png" width="91" title="">\
<img src="http://resources.technomancer.info/Images/localhost/hardware/motherboard.png" width="91" align="left" title="">\
To one side of the pavilion is an alcove with a set of symbols above it.
<<textbox "$invoke" "" "crystal dome shelves">>
</center>\
<<endif>>\
[[Step away.|hardware crystal room]]The simplest item is a Focus. Such things are simply used as input devices for other, sometimes ambient, interfaces.
Durable material components, they are entirely reliant on interface with and access to the transcendental realms to produce effects. These items simply serve as keys to draw attention, input commands, and direct results.
Devices of this type have no internal store of energy or controls. However, more complex devices can often serve this function as well.
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]
stylus, qr code/merge cubeTalismans produce effects themselves. Unlike simpler [[focuses|focus]], these objects generally have small amounts of innate ability. However, the majority of their power relies heavily on surrounding access to the transcendental realms to produce effects far beyond that of their internal store of energy.
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]
remote control.
internal batteries with drain limited by minimizing power draw.The greatest, most powerful, and complex devices are artifacts. These mighty constructs can function with little concern for the ethereal environment.
More accurately, they are the contact points that create bridges into the ether carving paths through the wall between this world and that one.
The power of these fonts of the etherium may be limited and constrained in many ways. Often, they serve simply as wellsprings, unable to reach back through into the transcendental worlds they draw their power from. Others are the nexuses and nodes on the ley lines and trods that cross our world of wonders.
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]
...general purpose computers...A charm is a device which provides temporary storage for a created effect, including all required components- most particularly including energy.
Similar in power, and complexity, to a [[talisman|talisman]], charms can be directed and released after creation with minimal concern for the ethereal environment. However, their ability to be re-used is often much more limited than those which rely on immediate access to astral forces.
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]
Limited range of producable effects, internal energy storage (batteries), generally no/limited link to networks or other devices.
May be hard/impossible to replace or recharge and designed for one/few uses (gun/bullets, music playing greeting cards) or easily replaced/recharged energy storage (calculator, flashlight). May include alternative energy generation (solar powered calculators, shake-charge flashlights) or unusual use limitations (novelty squeeze flashlight not designed for battery/bulb replacement).A wand is a thin, hand-held stick or rod used for ceremonial purposes. Larger versions are usually styled in forms of staves, scepters, or rods often with designs or an orb on the top as representations of corporeal mastery and rulership.
All of these devices center, conceptually, on that of a writing devices or levers. While tomes hold power as the containers for writing, stylus or pens have power as the mechanism for doing so. Similarly, levers are one of the six classical simple machines and the means for discovery of mechanical advantage through leverage.
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]The athamé is a ceremonial blade. Some traditions specify a knife with a black handle. These tools have many uses, but is traditionally not to be used for actual physical cutting. In its aspects it serves the purpose of the simple mechanisms of a wedge or inclined plane, though it can simply be used as an indicator or directional pointer.
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]
<u>The Call of Nine</u>
Gracious Goddess
Holy and divine
Answer to the call of nine
One… I stand before Thy throne
Two… I invoke Thee alone
Three…I hold aloft my blade:
Four…Descend as the spell is made
Five…Lend Thy power to give it life
Six…Thy power into my knife
Seven…On earth in sky and shining sea;
Gracious goddess be with me.
Eight…Come now the call is made:
Nine…Give Thy power unto my blade.Grimoires, tomes, tablets, scrolls, and other locations for writing are repositories for knowledge and information. Stories of the most powerful include traits such as having unlimited pages or bestowing greater power.
Traditionally, all of these traits derive from their purpose as vessels of learning. However, in the modern age, book-like devices have become far more direct channels to the less corporeal realms.
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]Chalices and mirrors share many features with [[orbs|orb]], and are more and more integrated or associated with the [[grimoire|grimoire]]. Often the three can blend together.
In their purest forms, these devices are associated with the elements of air and water and thus the higher planes of the transcendental realms.
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]Orbs are spherical devices, most traditionally associated with sight or seeing. In this capacity they are reflections of the third eye or a spherical lens. In ritual they can represent the rotational simple machines; wheel and axle, pulley, or screw.
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]You fly high above an archepelego, gazing down upon the isles of the House of Spirits.
The entire landscape is not without, but within. Floating upon and within the sea of the Physical and Real; a part but apart. You are aware of a [[crystal dome|Computer components]] above you, curving down to touch the sea. Along the curve of its touch barrier islands rise, a hard shell or <i>case</i> protecting that which is within from the storms and seas outside. In places you see gaps and spaces, passages where information passes between these isles and the outside world.
These isles are the home of those eidolons that haunt the astral realms and the board upon which the avatars of humanity play their games in the etherial domains.
[[Turn away.|crystal dome shelves]]
<<if $invoke is "case">>\
The case of a device is one of the main components of a computer; the outer shell that contains, protects, and determines the form factor of the device.
<<endif>>\<<if $invoke is "test">>
test
<<elseif $invoke is "Technomancer" or $invoke is "technomancer">>\
<center><i>We are Technomancers,
The Magicians of the Age of Information
Those who work our will upon the digital domain
We are [[Shamans of the Magic Smoke|Physical intro]],
Those who understand the talismans of this age
And the means by which they turn thought to lightning
We are [[Wire Wizards|data link intro]],
Those who transmute streams of murmuring voices
Into paths of light and power
We are [[Mages of the Machines|Network intro]],
Those who move among pillars of black and white
To hold open the crossroads they mark in the aether
We are [[Telemurges|Transport intro]],
Those who ignore the space between
Reaching beyond our physical grasp to work wonders
We are [[Enchanters of the Ether|Session intro]],
Those who bind together our realm of shadows
Using languages spoken by no mortal being as the building blocks of creation
We are [[Silicon Sorcerers|Presentation intro]],
Those who gather knowledge both occulted and arcane,
And allow us all to peer through clouded mirrors into the realm unseen.
We are [[Digital Daemonologists|Application intro]],
Those who summon and bind the phantoms that haunt our demesne
Struggling to create stability from chaos
</i></center>
<<endif>>\<<if $invoke is "center" or $invoke is "motherboard">>\
Near the center of the dome are a trio of islands running north and south. The straits between these isles are narrow and shallow relative to the other parts of the archepelego. Two of the islands are connected by a long <i>bridge</i> and have several sites clustered around their edges. The northmost has a <i>temple</i> atop it.
These central islands represent the <i>motherboard</i>.
<img src="http://resources.technomancer.info/Images/localhost/hardware/motherboard w.png" width="91" align="left" title="motherboard">
<<elseif $invoke is "center" and passage() is not "hardware mainboard">>\
[[Look closer.|hardware mainboard]]
<<elseif $invoke is "motherboard" and passage() is not "hardware mainboard">>\
[[Look closer.|hardware mainboard]]
<<elseif $invoke is "motherboard">>\
A motherboard is related to the mainboard, main circuit board, system board, baseboard, planar board, or logic board.
Sometimes called by other names, this is the main component of a computer. It is a printed circuit board (PCB) with integrated circuitry that connects the other parts of the computer including the <i>CPU</i> and <i>chipset</i> which manage the other resources directly attached to the motherboard or connected via ports and expansion slots.
It's comparable to a backplane, but a motherboard contains significant sub-systems such as the central processor, the chipset's input/output and memory controllers, interface connectors, and other components integrated for general purpose use and applications.
Similarly, the term mainboard is applied to devices with a single board and no additional expansions or capability, such as controlling boards in laser printers, televisions, washing machines, mobile phones and other embedded systems with limited expansion abilities.
<<elseif $invoke is "bridge" or $invoke is "chipset">>\
The chipset manages communication between the <i>CPU</i> and the other components of the system, including the other components on the <i>motherboard</i> and any attached perepherals.
The number of chips varies, with many functions historically performed by other chips having been integrated into the CPU in some modern systems. Generally, these functions can be thought of as belonging to the northbridge or southbridge, largely dependant on their functional speed.
<<elseif $invoke is "temple" or $invoke is "CPU">>\
Temple
<i>motherboard</i>
<<endif>>\Wearables – amulets, rings, armor, glasses/visors.
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]familiars - drones, robots, cybernetics
(rubber duckie programming)
[[Look elsewhere.|local framework shelves]]
[[Step away.|Local framework]]<<set _sigil to "physical">>\
You stand near the helmsman of a storm-tossed ship that sails a vast, crimson sea. The sky overhead boils, angry, red, and filled with lightning that crashes into the sea.
A chart nearby shows that to the [[west|MAC harbor]] is the edge of the world, while to the [[east|physical layer network]] is a small archepelego and [[farther east|physical harbor]] land. <<set _sigil to "physical">>\
You stand on a pier where landing boats are tied, ready to ferry passengers out to a nearby [[ship|physical ship]] that floats on a crimson sea stretching away to the east. The sky overhead hangs angry and red, filled with lightning cascading across the clouds and spilling like a torrent into the sea.
To your west is a vast wall of orange stone that looms over you. A great [[gate|MAC Gate]] waits.<<set _sigil to "physical">>\
The sky overhead hangs angry and red, filled with lightning cascading across the clouds and spilling like a torrent onto land and sea.
You stand on a pier where landing boats are tied, ready to ferry passengers out to a nearby [[ship|physical ship]] that floats on a crimson sea stretching away to the west.
A path leads across a broad plane and onto a [[ridge|physical path]] to the east.<<set _atlasmax to 30>>
<<display 'Atlas Navigation'>>\
<<if $atlascount is 0>>\
A large book lays in front of you. It is bound in black leather with iron hinges.
<<elseif $atlascount is 1>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide1.PNG" width="500" align="right">
<<elseif $atlascount is 2>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide2.PNG" width="500" align="right">
<<elseif $atlascount is 3>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide3.PNG" width="500" align="right">
<<elseif $atlascount is 4>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide4.PNG" width="500" align="right">
<<elseif $atlascount is 5>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide5.PNG" width="500" align="right">
<<elseif $atlascount is 6>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide6.PNG" width="500" align="right">
<<elseif $atlascount is 7>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide7.PNG" width="500" align="right">
<<elseif $atlascount is 8>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide8.PNG" width="500" align="right">
<<elseif $atlascount is 9>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide9.PNG" width="500" align="right">
<<elseif $atlascount is 10>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide10.PNG" width="500" align="right">
<<elseif $atlascount is 11>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide11.PNG" width="500" align="right">
<<elseif $atlascount is 12>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide12.PNG" width="500" align="right">
<<elseif $atlascount is 13>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide13.PNG" width="500" align="right">
<<elseif $atlascount is 14>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide14.PNG" width="500" align="right">
<<elseif $atlascount is 15>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide15.PNG" width="500" align="right">
<<elseif $atlascount is 16>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide16.PNG" width="500" align="right">
<<elseif $atlascount is 17>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide17.PNG" width="500" align="right">
<<elseif $atlascount is 18>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide18.PNG" width="500" align="right">
<<elseif $atlascount is 19>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide19.PNG" width="500" align="right">
<<elseif $atlascount is 20>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide20.PNG" width="500" align="right">
<<elseif $atlascount is 21>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide21.PNG" width="500" align="right">
<<elseif $atlascount is 22>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide22.PNG" width="500" align="right">
<<elseif $atlascount is 23>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide23.PNG" width="500" align="right">
<<elseif $atlascount is 24>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide24.PNG" width="500" align="right">
<<elseif $atlascount is 25>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide25.PNG" width="500" align="right">
<<elseif $atlascount is 26>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide26.PNG" width="500" align="right">
<<elseif $atlascount is 27>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide27.PNG" width="500" align="right">
<<elseif $atlascount is _atlasmax>>\
You look at the inside of the back cover of the Atlas.
<<elseif $atlascount is _atlasmax + 1>>\
A large book lays in front of you face down. It is bound in black leather with iron hinges.
<<else>>\
<img src="http://resources.technomancer.info/Images/Opening/guildhouse/library/Atlas/Slide2.PNG" width="500" align="right">
<<endif>>\<span id = "TomeNavBox">\
<center>\
<<if $atlascount is 0>>\
[[Open cover.|Atlas][$atlascount to $atlascount + 1]]
[[Step away.|guildhall library]]
<<elseif $atlascount < _atlasmax and $atlascount > 0>>\
[[Turn page.|Atlas][$atlascount to $atlascount + 1]]
[[Turn back.|Atlas][$atlascount to $atlascount - 1]]
[[Close Atlas.|Atlas][$atlascount to 0]]
[[Step away.|guildhall library]]
<<elseif $atlascount is _atlasmax>>\
[[Close back cover.|Atlas][$atlascount to $atlascount + 1]]
[[Turn back.|Atlas][$atlascount to $atlascount - 1]]
[[Close Atlas to front.|Atlas][$atlascount to 0]]
[[Step away.|guildhall library]]
<<elseif $atlascount is _atlasmax + 1>>\
[[Open back cover.|Atlas][$atlascount to $atlascount - 1]]
[[Turn Atlas over.|Atlas][$atlascount to 0]]
[[Step away.|guildhall library]]
<<else>>\
[[Turn back.|Atlas][$atlascount to $atlascount - 1]]
[[Close Atlas.|Atlas][$atlascount to 0]]
[[Step away.|guildhall library]]
<<endif>>\
</center>\
</span>\You find yourself in a volcanic tube running deep underground. The walls of the vent are high and wide enough for you to walk comfortably, scarred by the energy that has flowed through this channel. Now, it has been tamed by mortal hands. Pipes and tubes run along the walls and center, glowing a faint red from the power passing through them.
<<if previous() is "CMOS power supply">>
[[Continue on.|hardware power supply]]
[[Go back.|CMOS power supply]]
<<elseif previous() is "IPv4local">>\
[[Continue on.|CMOS power supply]]
[[Go back.|hardware power supply]]
<<else>>\
[[Uphill.|CMOS power supply]]
[[Downhill.|hardware power supply]]
<<endif>>\The majority of the rooms are on the left as you pass inwards and upwards, with windows that let light in from the ouside. To the inside are doors that let into larger [[rooms|Operating System]] filled with machinery.The majority of the rooms are on the left as you pass inwards and upwards, with windows that let light in from the ouside. To the inside are doors that let into a larger [[room|Bare Metal]] filled with structural girders.The majority of the rooms are on the left as you pass inwards and upwards, with windows that let light in from the ouside. To the inside are doors that let into a larger, singular [[room|Host Applications]].The shelves are filled with items of power. Material items which are imbued with any of a variety of "mystical" properties, devices that <i>interface</i> between the vulgar physical and the transcendental.
The objects on the shelves are sorted and categorized in two different ways.
One sorting is done according to the behavior and nature; [[foci|focus]] at the bottom, then [[talismans|talisman]], [[charms|charm]], and [[artifacts|artifact]] at the top.
The sections of the wall are divided by the form of the object; [[orbs|orb]], [[chalices and mirrors|chalice]], [[grimoires and tomes|grimoire]], [[rods, staves, and wands|wand]], [[athamés|athamé]], [[wearables]], and [[familiars]].
<<if $invoke is "interface">>\
<i>input and output</i>
<<endif>>\
<<if $invoke is "input and output">>\
The Grand Illusion
Ignis Fatuus, Fata Morgana, Dweomercraft, and Artifice
The effects of Moore’s Law and design principles combining to produce the effects described in Clarke’s Third Law.
The goal of user interface design is to produce systems which makes it easy (self-explanatory), efficient, and enjoyable (user-friendly) to operate a machine in the way which produces the desired result. This generally means that the operator needs to provide minimal input to achieve the desired output, and also that the machine minimizes undesired outputs to the human.
Any change in a computing system, such as a new feature or new component, is transparent if the system after change adheres to previous external interface as much as possible while changing its internal behavior. The purpose is to shield from change all systems (or human users) on the other end of the interface.
[[embedded systems|embedded system]] and [[IoT]]
<<endif>>\
<<set _sigil to "session">>\
As you approach the crystal portal it is quiet.
The guardian stands near a pedistal with an empty <i>socket</i> at its top.
[[transport protocol|socket transport protocol]]
[[IP address|socket IP address]]
[[port number|socket port number]]
[[Step away.|Session intro]]
A network socket is a software structure within a network node of a computer network that serves as an endpoint for sending and receiving data across the network. The structure and properties of a socket are defined by an application programming interface (API) for the networking architecture. Sockets are created only during the lifetime of a process of an application running in the node.
In the context of the Internet Protocol Suite a socket is externally identified to other hosts by its socket address, which is the triad of transport protocol, IP address, and <a href="http://technomancer.info/ports.html">port number</a>.The shelf is filled with translucent stones in a variety of forms. Some are raw, jagged crystals, while others are cut like gemstones, squared blocks, orbs, and even more worked forms. You see one that looks like organic shapes wrapped around themselves, one carved into the shape of a book, and on. Throughout their forms the common note is flickering lights that shine from within. Any that you stop to look at gives the sense of a scene playing out...
<a href="https://www.youtube.com/watch?v=ZucVXYoegVU">Self conditioning.</a>
<a href="https://www.youtube.com/watch?v=U_ZHsk0-eF0">Mathmagic Land</a>
<a href"https://www.youtube.com/watch?v=9vJRopau0g0">Learning gamification.</a>
[[Step away.|guildhall library]] A [[drawer|mindaminute link]] is slightly open.
The drawer holds a stack of beutifully drawn <a href="https://imgur.com/user/mindaminute">vellium pages</a>.
[[Step away.|guildhall library]] <<set _sigil to "network">>\
You stand at the edge of a vast plane of hard, yellow dirt cracked and dry with only a few sallow weeds stretching away to the [[west|Network intro]]. A short distance off you see obolisks of black and grey start to peek through the dir, growing to great pylons in the distance. The sky is wan and sickly, filled with roiling clouds. A wind scours the plain as bolts of light and lightning arc between the pillars.
To the east is a vast wall of orange stone that looms over you. A great [[gate|LLC Gate]] waits.<<set _sigil to "network">>\
You stand on a crumbling cliff at the edge of a vast plane of hard, yellow dirt cracked and dry with only a few sallow weeds stretching away to the [[east|Network intro]]. A short distance off you see obolisks of black and grey start to peek through the dir, growing to great pylons in the distance. The sky is wan and sickly, filled with roiling clouds. A wind scours the plain as bolts of light and lightning arc between the pillars.
To the [[west|Transport cliff]] the land falls away in a bottomless abyss. A short way off and above you see small grass-covered islands floating in the air. Some are small, little more than stepping stones, others are large enough to have clusters of trees and underbrush forming real ecosystems. All are covered with lush growth, branches and vines reaching from one to another to bind them together in long chains.
Looking down you see what appears to be an enormous, glowing, beating [[heart|TCP-IP model]].<<set _sigil to "transport">>\
You stand on a crumbling cliff at the edge of a small grass-covered island floating in the air.
To the [[west|Transport intro]] you see many more of these islands. Some are small, little more than stepping stones, others are large enough to have clusters of trees and underbrush forming real ecosystems. All are covered with lush growth, branches and vines reaching from one to another to bind them together in long chains.
To the [[east|Network cliff]] a short way off and below you see a cliff face at the edge of a vast plane of hard, yellow dirt cracked and dry with only a few sallow weeds. A short distance off you see obolisks of black and grey start to peek through the dir, growing to great pylons in the distance. The sky is wan and sickly, filled with roiling clouds. A wind scours the plain as bolts of light and lightning arc between the pillars.
Looking down is a bottomless abyss. Far below you see what appears to be an enormous, glowing, beating [[heart|TCP-IP model]].<<set _sigil to "session">>\
You stand on a tiny patch of grassy dirt next to an [[open archway|Session intro]] into a large, saphire-like structure.
You looking over the edge you see a cluster of verdant floating isles below you. Thick, green vines connect them, and one reaches up to this tiny patch from the [[isles below|transport session edge]].
<<set _sigil to "session">>\
concept socket component : transport protocol
[[Step away.|Session intro]] <<set _sigil to "session">>\
concept socket component : IP address
[[Step away.|Session intro]] <<set _sigil to "transport">>\
You climb, and jump, isle to isle, with vines and bridges.
[[Up|Session edge]], the isles thin out until there's a single blue, gem-like structure floating far above.
[[Down|Transport intro]], the isles are more numerous and verdant.
<<if $invoke is "third eye">>\
<<set _sigil to "presentation">>\
You stand outside the [[doorway|Session intro]] into a great, blue gemlike structure. A path leads from it and [[into a forest|Presentation intro]].
<<elseif $invoke is "presentation" or $invoke is "Presentation">>\
<<set _sigil to "presentation">>\
You stand in a bank of fog, formless purple light filters from above.
The only landmark is an angular [[doorway|Session intro]] through which blue light spills and a sparse [[trail|Presentation intro]] wanders away.
A raven with a <i>third eye</i> watches you from the branches of a tree nearby.
<<else>>\
You stand in a bank of fog, formless purple light filters from above.
The only landmark is an angular [[doorway|Session intro]] through which blue light spills.
<<display "lost">>
<<endif>>\
<<unset $ravenflight>>\<<set _sigil to "session">>\
<<unset $ravenflight>>\
<<if $invoke is "third eye">>\
Beyond the [[doorway|Presentation intro]] is a clear path leading into an open forest with soft, amaranthine shade.
<<elseif $invoke is "presentation" or $invoke is "Presentation">>\
Through the door you see a bank of fog, with a formless purple light filtering from above. In the shifting mist you see a raven with a <i>third eye</i> watches you from the branches of a tree under which a sparse [[trail|Presentation intro]] wanders.
<<else>>\
Through the door you see only a bank of fog, with a formless purple light filtering from somewhere beyond.
<<display "lost">>
<<endif>>\
[[Step away.|Session intro]]
<<set _sigil to "session">>\
concept socket component : port number
[[port number lists]]
[[Step away.|Session intro]] <<set _sigil to "application">>\
<<if $invoke is "third eye">>\
You stand at a strange boundary. In one direction is a clear path leading into an open [[forest|Presentation intro]] with soft, amaranthine shade. In the other, the landscape loses definition and fades into a field of blank, unmarred [[white|Application intro]].
<<elseif $invoke is "presentation" or $invoke is "Presentation">>\
You stand in a bank of fog. Glimmers of formless purple light filter to you from an [[unseen landmark|Presentation intro]].
A raven with a <i>third eye</i> watches you from the branches of a tree nearby.
<<display "lost">>
<<else>>\
You stand in an undending, swirling bank of fog. Glimmers of formless purple light occasionally filter to you.
<<display "lost">>
<<endif>>\
<<unset $ravenflight>>\<<set _sigil to "presentation">>\
<<if $invoke is "third eye">>\
You stand at a strange boundary. In one direction is a clear path leading into an open [[forest|Presentation intro]] with soft, amaranthine shade. In the other, the landscape loses definition and fades into a field of blank, unmarred [[white|Application intro]].
<<elseif $invoke is "presentation" or $invoke is "Presentation">>\
You stand in a bank of fog. Occasionally, you see glimmers of formless [[purple|Presentation intro]] or [[white|Application intro]] light filtering to you from an unseen landmarks.
In the shifting mist you sometimes see a raven with a <i>third eye</i> watching you from the branches of a tree.
<<display "lost">>\
<<else>>\
You are lost in a bank of fog, with a formless purple light filtering from somewhere beyond.
<<display "lost">>\
<<endif>>\<<set _sigil to "application">>\
Those who summon and bind the phantoms that haunt our demesne
Struggling to create stability from chaos
Our studies are the crowning achievement of dweomercraft, the pinnacle of the airt. We are the wielders of the lotus of a thousand petals with the infinite variations of its power. Through our knowledge of the primal tongue we have crafted from it words of power. Though we find its truth unfathomable in potency and inscrutable in nature, from it we have wrought and wrested languages arcane and dire. These tongues are used to commune with no living soul and are heeded only by primal forces we have mastered.
By this power we are summoners of shadows, weavers of illusions, lords of enchantment. By our power do shadowed mirrors transform into dances of light, showing places far away and dream realms that once existed only within mortal minds. We are the priests and prophets of the realms beyond and the inhabitants of this hollow world. We call forth the least of spirits; sprites, imps, dreamlings, elemental wisps, and other lesser daemons to act as intermediaries for our acolytes and supplicants. In turn we serve greater spirits. Beings beyond the ken of any single mortal’s mind, whose wellsprings of knowable are unfathomable, and verge upon power unseen since the last age of myth.
[[words of power|app words of power]]
[[Step away.|application palace inside]]You come to a place where the world seems to fade away into fog. The stones become uneven, and you see gaps where none should be. The sky spins strange overhead and you know this way goes no farther now...
[[Go back.|CIA edge]]<<set _sigil to "presentation">>\
<img src="http://resources.technomancer.info/Images/Layers/Utilities/Astral hang.png" align="left">\
Presentation is one of the [[host or astral|host astral]] layers. These are the farther reaches of the [[transcendental realms|transcendental realms]], where the associations with material space are less important than the shadow realms' own abstract maps.
[[Look at something else.|presentation altar]]
[[Step away.|silicon sanctum]]<<set _sigil to "application">>\
<img src="http://resources.technomancer.info/Images/Layers/Utilities/Astral hang.png" align="left">\
Application is one of the [[host or astral|host astral]] layers. These are the farther reaches of the [[transcendental realms|transcendental realms]], where the associations with material space are less important than the shadow realms' own abstract maps.
[[Look at something else.|application altar]]
[[Step away.|application palace inside]] <<set _sigil to "application">>\
<<if previous() is "Application intro" or previous() is "correspondence point Application ext">>\
You wander about the featureless plane.
<<else>>\
You find yourself in a boundless space, blank emptiness filled with possibility and inviting creation.
The cold and exposure of this empty realm may be harsh for those unprepared, but for those with the tools and will it is possible to rewrite the fundamental laws of reality.
<<endif>>\
The only landmarks you can see here are a spectral palace looming above you and the [[gate of the tower|Application intro]] in the distance.
As you move about you feel a strange disorientation. Trying to walk straight between them takes the effort of climbing up a mountain and brings an increase in pressure like diving ever deeper under water. Moving along a curve in either direction keeps the pressure neutral, and looks like it will bring you around to the [[gate|Application intro]]. Or you can walk [[towards|correspondence point Application ext]] or [[away|application into presentation]] from the center of pressure.
[[Enter the palace.|application palace inside]]<<set _sigil to "application">>\
<<if previous() is "Application intro" or previous() is "application palace">>\
You wander about the featureless plane.
You find yourself at the halfway point between the [[gate|Application intro]] and the [[castle|application palace]] when you find a tiny, utterly black dot floating in midair. Reaching toward it feels like pushing your hand slowly through stone, but with effort you could reach out and [[touch it|correspondence point int]].
<<else>>\
You find yourself in a boundless space, blank emptiness filled with possibility and inviting creation.
The cold and exposure of this empty realm may be harsh for those unprepared, but for those with the tools and will it is possible to rewrite the fundamental laws of reality. As you move about you feel a strange disorientation. Any direction you move is like stumbling down a mountain as pressure is released from you.
The only landmarks you can see here are a [[spectral palace|application palace]] and the [[gate of the tower|Application intro]] in the distance. As you look about you find you're at the halfway point between those landmarks, and then notice a tiny, utterly black dot floating in midair. Reaching toward it feels like pushing your hand slowly through stone, but with effort you could reach out and [[touch it|correspondence point int]]. Or, you can walk [[away|application into presentation]] in a random direction.
<<endif>>\<<set _sigil to "presentation">>\
The inside of the pyramid is a single, large open space.
<<if $invoke is "third eye">>\
Where a [[doorway|silicon sanctum]] should open out over the cliff edge you see a small, well appointed living chamber.
<<else>>\
There is a doorway that opens out over the cliff edge, showing a broad vista, from waterfalls cascading off jagged mountains to your right, across hills and jungles before you, to a great sea to your left.
<<endif>>\
<<if $ravenflight is 2>>\
You see the three eyed raven fly up and settle on a ledge over the doorway, watching you intently.
<<else>>\
A three eyed raven watches you from a ledge over the doorway.
<<endif>>\
<<if $invoke is "presentation" or $invoke is "Presentation">>\
Facing away from that there are three doors that leave the pyramid:
[[left|presentation temple base 2]]
[[center|presentation temple intro]]
[[right|presentation temple base 1]]
<<else>>\
Facing away from that there are three giant stone doors blocking your way out of the pyramid. Each has a stylized symbol representing one of the elements. The door on the left is marked with an emblem of elemental earth or stone, in the center is marked with a flame icon, and the one to the right has a water representation.
<<endif>>\
<<unset $ravenflight>>\<<unset $ravenflight>>\
<<set _sigil to "presentation">>\
You stand at the top of a step-pyramid, which itself sits atop a small cliff. Below you spreads a broad vista, from waterfalls cascading off jagged mountains to your right, across hills and jungles before you, to a great sea to your left.
The top of the pyramid itself is a flat platform, with a large, stone altar in the center. At the corners of the area are great stone blocks covered in inscriptions using a variety of languages and even alphabets.
One side of the structure is against the cliff. Opposite that there is a [[small path leading into the surrounding forest|presentation temple intro]]. On the left side, facing the cliff there is a [[path that runs along the cliff face|presentation temple base 1]]. The right side, facing the cliff, has [[something else|presentation temple base 2]].
Set of [[weights|Presentation Compression]] near the altar.
The [[varying incriptions|Presentation translation]] on the stone blocks provide a sort of rosetta stone between these languages.
---
Translation of data between a networking service and an application; including character encoding, data compression and encryption/decryption.
https://en.wikipedia.org/wiki/Presentation_layer
https://www.router-switch.com/faq/what-is-presentation-layer-and-function.html
<<unset $ravenflight>>\
<<set _sigil to "presentation">>\
You stand at the base of a great step-pyramid that sits between a forest and a sheer cliff.
<<if $invoke is "presentation" or $invoke is "Presentation">>\
A [[great door|presentation temple interior]] stands open before you.
<<else>>\
A great, stone door is sealed before you. Carved into the face is a stylized eye.
<<endif>>\
The door is flanked on either side by a pair of statues, a man and a woman kneeling and holding up bowls which overflow with water, as if making a <i>presentation</i> of their offering. Behind them, stairs lead to the [[top|presentation temple top]] of the structure. A path leads [[away|presentation encryption]] from the door along the cliff face.
Below you spreads a broad vista, from waterfalls cascading off jagged mountains to your right, across hills and jungles before you, to a great sea to your left.
--
encryption/decryption
<<unset $ravenflight>>\
<<set _sigil to "presentation">>\
You stand at the base of a great step-pyramid that sits between a forest and a sheer cliff.
<<if $invoke is "presentation" or $invoke is "Presentation">>\
A [[great door|presentation temple interior]] stands open before you.
<<else>>\
A great, stone door is sealed before you. Carved into the face is a stylized eye.
<<endif>>\
The door is flanked on either side by a pair of statues, a man and a woman kneeling and holding up bowls filled with gems and semi-precious stones, as if making a <i>presentation</i> of their offering. Behind them, stairs lead to the [[top|presentation temple top]] of the structure.
---
<<set _sigil to "presentation">>\
<<if $invoke is "third eye" and ndef $ravenflight>>\
The [[three eyed raven]] lingers near, its attention on you but watching the small animals and fae that flit through the brush and boughs.
<<elseif $invoke is "presentation" and ndef $ravenflight>>\
A raven with a <i>third eye</i> watches you from nearby, dozens of its mundane cousins rustling overhead.
<<elseif $invoke is "Presentation" and ndef $ravenflight>>\
A raven with a <i>third eye</i> watches you from nearby, dozens of its mundane cousins rustling overhead.
<<elseif ndef $ravenflight>>\
Dark shapes rustle overhead in numbers beyond counting.
<<endif>>\<<set _sigil to "presentation">>\
[[Silicon Sorcerer]]
To one side is a [[small table|presentation altar]] with small items and hangings.
[[Leave.|presentation temple interior]]<a href="http://technomancer.info/ports.html">port number lists</a>.
[[Go back.|previous()]]<<set _sigil to "presentation">>\
A pile of heavy, flat stones near the altar that look as though they were used to <i>compress</i> things.
[[Step away.|presentation temple top]]
https://en.wikipedia.org/wiki/Data_compression
<<set _sigil to "presentation">>\
Data conversion and character code translation
Encryption and Decryption
[[Step away.|presentation temple top]]
https://en.wikipedia.org/wiki/Character_encoding#Character_encoding_translation
https://en.wikipedia.org/wiki/Data_conversion
<<if $color is "white">>
<<set _sigil to "application">>\
A door appears next to you.
<center><a href="javascript:void(0)" data-passage="Application intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/7 white.png" width="500">
</a></center>
[[Go through.|Application intro]]
<<elseif $color is "violet">>
<<set _sigil to "presentation">>\
A door appears next to you.
<center><a href="javascript:void(0)" data-passage="Presentation intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/6 violet.png" width="500">
</a></center>
[[Go through.|Presentation intro]]
<<elseif $color is "blue">>
<<set _sigil to "session">>\
A door appears next to you.
<center><a href="javascript:void(0)" data-passage="Session intro"><img src="http://resources.technomancer.info/Images/Tower/tower doors/doors/5 blue.png" width="500">
</a></center>
[[Go through.|Session intro]]
<<else>>\
<<set _sigil to "application">>\
As you stare at the figure's astrolabe it catches the light like a prism, and the wintery air <i>separates</i> into icy hues of [[blue|tcpip application sections][$color to "blue"]] and [[violet|tcpip application sections][$color to "violet"]] as well as the overwhelming snowy [[whiteness|tcpip application sections][$color to "white"]].
<<endif>>\
[[Look away.|TCPIP application]]
<<unset $color>>\
<<if $invoke is "separates" or $invoke is "separate">>\
<<set _invoke to "separate">>\
<<elseif $invoke is "osi" or $invoke is "OSI">>\
<<set _invoke to "separate">>\
<<endif>>\
<<if _invoke is "separate">>\
The Application layer of the TCP/IP model is significantly broader than the Application layer of the OSI model. It also includes the Session, Presentation, and even some aspects of the Transport layers of the OSI model.
<<endif>>\Supervisory control and data acquisition or SCADA systems are typically used in [[ICS|ICS]] and often involve some level of [[embedded system|embedded system]]. Many SCADA components are tied to [[RTOS]] systems.
[[Look away.|Local framework]]
SCADA systems have evolved through four generations:
First generation: "Monolithic"
Early SCADA system computing was done by large minicomputers. Common network services did not exist at the time SCADA was developed. Thus SCADA systems were independent systems with no connectivity to other systems. The communication protocols used were strictly proprietary at that time. The first-generation SCADA system redundancy was achieved using a back-up mainframe system connected to all the Remote Terminal Unit sites and was used in the event of failure of the primary mainframe system. Some first generation SCADA systems were developed as "turn key" operations that ran on minicomputers such as the PDP-11 series.
Second generation: "Distributed"
SCADA information and command processing were distributed across multiple stations which were connected through a LAN. Information was shared in near real time. Each station was responsible for a particular task, which reduced the cost as compared to First Generation SCADA. The network protocols used were still not standardized. Since these protocols were proprietary, very few people beyond the developers knew enough to determine how secure a SCADA installation was. Security of the SCADA installation was usually overlooked.
Third generation: "Networked"
Similar to a distributed architecture, any complex SCADA can be reduced to the simplest components and connected through communication protocols. In the case of a networked design, the system may be spread across more than one LAN network called a process control network (PCN) and separated geographically. Several distributed architecture SCADAs running in parallel, with a single supervisor and historian, could be considered a network architecture. This allows for a more cost-effective solution in very large scale systems.
Fourth generation: "Web-based"
The growth of the internet has led SCADA systems to implement web technologies allowing users to view data, exchange information and control processes from anywhere in the world through web SOCKET connection. The early 2000s saw the proliferation of Web SCADA systems. Web SCADA systems use internet browsers such as Google Chrome and Mozilla Firefox as the graphical user interface (GUI) for the operators HMI. This simplifies the client side installation and enables users to access the system from various platforms with web browsers such as servers, personal computers, laptops, tablets and mobile phones
A real-time operating system (RTOS) is a type of embedded device for which the processor executes tasks in a predictable and consistent manner. They are highly specialized and only certain ones may apply to the target environment.
Many RTOS include [[SCADA]] components, are [[embedded systems|embedded system]] or serve as [[ICS]].
[[Look away.|Local framework]] A system that controls critical infrastructure is an industrial control system (ICS).
Many industrial control systems involve [[SCADA]], [[RTOS]], or [[embedded system]].
[[Look away.|Local framework]] A system that combines hardware and software to perform a specific function as part of a larger system is an embedded system.
Many embedded systems are [[ICS]]s or [[SCADA]], though the most common modern embedded systems are [[IoT]] devices.
While these have historically used individualized, bespoke [[OS|Operating System]] designs modern applications are largely moving towards use of standardized [[mobile OS|mobile operating system]] rather than custom architecture.
[[Look away.|Local framework]] Connected objects that are traditionally not computers is a characteristic of the Internet of Things (IoT). These typically involve some sort of [[embedded system|embedded system]].
Modern applications in the IoT are moving towards use of standardized [[mobile OS|mobile operating system]] rather than custom architecture.
[[Look away.|Local framework]] [[SCADA|SCADA]], [[RTOS|RTOS]], [[ICS]], and [[embedded systems|embedded system]] have historically used individualized, bespoke [[OS|Operating System]] designs.
Modern cell phones have given rise to a few, largely standardized mobile operating systems. In some cases these have supplanted some of the unique creations with standardized or custom implementations. Modern applications in the [[IoT]] are moving towards use of standardized mobile OS rather than custom architecture.
A mobile operating system is software that allows devices like smartphones, tablets, and wearables to run applications and programs. Common mobile operating systems include Android and Apple's iOS.
[[Look away.|Local framework]] <<unset $hashing>>\
The [[path down|hashing village edge]] is somewhere between a shear set of stairs and a cliff. The sign proclames it leads to the town of <i>Hashing</i>. In the valley below you see a village.
Two paths go back up much gentler inclines.
Above one [[path up|encryption crossroads]] you notice a key hung.
By the other [[path up|integrity]] you see a lantern with a set of scales hung from it.<<if previous() is "symmetrical encryption">>\
You pass through a well wrought stone archway to find yourself at a fork in the road.
<<if previous() is "asymmetrical encryption">>\
You pass through a pair of large, mismatched stones to find yourself at a fork in the road.
<<else>>\
You are at a fork in a road.
<<endif>>\
Two paths diverge, but head away in similar directions.
One [[road|symmetrical encryption]] starts off through a perfectly <i>symmetrical</i> stone archway. The other [[road|assymetrical encryption]] passes through a rock formation that looks misshapen and <i>asymmetrical</i>.
<<if previous() is "encryption crossroads">>\
The third [[road|encryption crossroads]] goes back the way you came.
<<else>>\
The third [[road|encryption crossroads]] goes in the opposite direction.
<<endif>>\<<if ndef $hashing>>\
<<set $hashing to 0>>\
Hashing functions are designed as a one way process.
<<elseif $hashing is 1>>\
Unlike other types of encrypted text, generally there is no way to return original text from the information within a hash.
<<elseif $hashing is 2>>\
The result of hashing algorythims are typically fixed lingth and don't encrypt or preserve data to be un-encoded.
<<elseif $hashing is 3>>\
Hashes fall under the umbrella of encryption because they use similar processes. Keys, algorythms, etc.
<<elseif $hashing is 4>>\
Hashes are typically cracked through identifying input values; running known words and phrases through the function to produce known input/output pairs.
<<elseif $hashing is 5>>\
This result of producing known hass input/output pairs is called a ranbow table and used in a dictionary attack.
<<elseif $hashing is 6>>\
Another way to defeat hashes is the use of collisions. Finding ways to produce the same outputs from different values.
<<endif>>\
<<if $hashing > 5>>\
[[Go back down.|hashing village edge]]
[[Keep climbing.|hashing entry fork]]
<<else>>\
[[Go back down.|hashing village edge]]
[[Keep climbing.|hashing return][$hashing to $hashing + 1]]
<<endif>>\<<set _sigil to "presentation">>\
<<if $invoke is "third eye">>\
See beyond illusion with the gift of second sight, disbelieve the mirage of imprisonment.
You stand on a path in a well lit forest. The trees are tall, but have thin trunks and are wide spaced. While the canopy shades you from the sun the effect illuminates everything in a lavender glow.
A small stone marker stands at the edge of the path. It marks directions in the path with a [[key|encryption crossroads]] symbol on one side and an [[eye|presentation temple base 1]] marked on the other.
<<elseif $invoke is "presentation" or $invoke is "Presentation">>\
You stand among the giant trunks of an ancient forest. You have lost the path among the underbrush, and the little light filtering down through the canopy overhead is broken and subdued to a deep violet. It is a realm of shadow and night that leaving you feeling closed in and claustrophobic even though there are no walls.
A raven with a <i>third eye</i> watches you from nearby, dozens of its mundane cousins rustling overhead.
[[Wander blindly.|presentation encryption][$invoke to ""]]
<<else>>\
You stand in the underbrush of an ancient forest. There is no path among the giant trunks, and the little light filtering down through the canopy overhead is broken and subdued to a deep violet. It is a realm of shadow and night that leaving you feeling closed in and claustrophobic even though there are no walls.
Dark shapes rustle overhead in numbers beyond counting.
<<display "lost">>\
<<endif>>\<<set _sigil to "network">>\
[[Road back.|Network intro]]
Places of Power
Connection model; connectionless communication
Host addressing
Message forwarding
IP;
-IPv4
--Subnet masks
---siders /xx
---octets
--Classes
---A ; 0-127 ; 01...
---B ; 128-191 ; 10...
---C ; 192+ ; 110...
---D ; Multicast ; ...
---E ; Research ; ...
-IPv6
--Everything gets 3 unique addresses
--Link Local Scope Address; layer 2 domain EUI64 mac addy with host
--Unique/Site local scope address: org- private address: FC00::
--Global scope address: currently all start with 001 in binary
<<if _sigil is "physical">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/1 - Physical.PNG" width="150" title=""></center>
<<elseif _sigil is "data link">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/2 - Data Link.PNG" width="150" title=""></center>
<<elseif _sigil is "network">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/3 - Network.PNG" width="150" title=""></center>
<<elseif _sigil is "transport">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/4 - Transport.PNG" width="150" title=""></center>
<<elseif _sigil is "session">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/5 - Session.PNG" width="150" title=""></center>
<<elseif _sigil is "presentation">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/6 - Presentation.PNG" width="150" title=""></center>
<<elseif _sigil is "application">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/7 - Application.PNG" width="150" title=""></center>
<<elseif _sigil is "tcp">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/TCP.PNG" width="150" title=""></center>
<<elseif _sigil is "udp">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/UDP.PNG" width="150" title=""></center>
<<elseif _sigil is "osi">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/OSI.PNG" height="150" title=""></center>
<<elseif _sigil is "ip">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/IP.PNG" width="150" title=""></center>
<<elseif _sigil is "ethernet">>\
<center><img src="http://resources.technomancer.info/Images/Layers/sigils/Ethernet.PNG" width="150" title=""></center>
<<endif>>\
<<textbox "$invoke" $invoke `passage()`>>
<<set _sigil to $invoke>>\
<<display 'sigil invocations'>>\
<<if $invoke is "sigils">>\
<<set _sigil to "physical">>\
<<set _sigil to "data link">>\
<<set _sigil to "network">>\
<<set _sigil to "transport">>\
<<set _sigil to "session">>\
<<set _sigil to "presentation">>\
<<set _sigil to "application">>\
<<set _sigil to "tcp">>\
<<set _sigil to "udp">>\
<<set _sigil to "osi">>\
<<set _sigil to "ip">>\
<<set _sigil to "ethernet">>\
<<endif>>\
<<set _sigil to "physical">>\
<img src="http://resources.technomancer.info/Images/Layers/1 Physical/1 Star_of_Chaos r.png" align="left" width="250"><img src="http://resources.technomancer.info/Images/Layers/1 Physical/spider phys r.png" align="center" width="250">
You stand by a small table with several items.
On the wall is a painting of a [[spider|physical etherial media]] and a carving of [[a jagged rune of chaos|physical unstructured]].
Among the items on the table are a [[ping pong ball|altar bit]] and a [[candle|phys altar candle]].
[[Step away.|inside shaman house]]<<set _sigil to "data link">>\
<img src="http://resources.technomancer.info/Images/Layers/2 Data link/Chaos_star_o.png" align="left" width="250"><img src="http://resources.technomancer.info/Images/Layers/2 Data link/spider dl o.png" align="center" width="250">
You stand by a small table with several items.
On the wall is a painting of a [[spider|data link etherial media]] and a neat [[rune of chaos|data link structured]].
Among the items on the table is a [[picture frame|altar frame]].
[[Step away.|wire wizard home]]<<set _sigil to "data link">>\
<img src="http://resources.technomancer.info/Images/Layers/2 Data link/Chaos_star_o.png" align="right" width="250">
The data link layer layer provides fundamental data connections and correction services to the fields and energies of the physical layer. It is still chaos, but it is the foundations that make it possible to build something larger. It is the method by which a thousand babbling voices start to form a chorus. And in those songs are built the of gateways by which we pass through the first gauntlet between the material and the ephemeral.
[[Look at something else.|data link altar]]
[[Step away.|wire wizard home]]<<set _sigil to "physical">>\
You contemplate a ping-pong ball on a small table of items. It is a reminder that every bit of data is an electron. The entire structure of networks, and individual computers, could be modeled using ping pong balls and pipes, substituting the passage or absence of a ball for the pulse of an electron. Though, such machines would be much larger and slower.
[[Pick up the ball.|technical bit]]
[[Look at something else.|physical altar]]
[[Step away.|inside shaman house]]<<set _sigil to "physical">>\
energy, motion, action.
images in aether.
The illusion of the solid.
[[Look at something else.|physical altar]]
[[Step away.|inside shaman house]]You hold a [[ping pong ball|altar bit]] as you are buffeted by [[grit filled winds|physical intro bits]].
The bit is a basic unit of information in computing and digital communications. The name is a portmanteau of binary digit. The bit represents a logical state with one of two possible values. These values are most commonly represented as either "1"or"0", but other representations such as true/false, yes/no, +/−, or on/off are common.
The [[binary]] system is the most common encoding method for data in transit or at rest.
At a distance you can see the [[bits|physical bits]] assembling and disassembling into [[parts|data link frame]] of a larger whole.
<<set _sigil to "network">>\
<img src="http://resources.technomancer.info/Images/Layers/1 Physical/network linear.png" align="left" width="250"><img src="http://resources.technomancer.info/Images/Layers/1 Physical/spider net y.png" align="center" width="250">
You stand by a small table with several items.
On the wall is a painting of a [[spider|network etherial media]] and a carving of [[double-headed arrow|network line]].
Among the items on the table are a [[packet|altar packet]] and a [[book|net altar book]]
[[Step away.|mage tent]]<<set _sigil to "network">>\
[[Look at something else.|network altar]]
[[Step away.|mage tent]]<<set _sigil to "network">>\
Near it there's a [[packet|Network packet]] on the ground.
[[Look at something else.|network altar]]
[[Step away.|mage tent]]<<set _sigil to "network">>\
[[Look at something else.|network altar]]
[[Step away.|mage tent]]<<set _sigil to "data link">>\
<<unset $frame_enter>>\
The picture frame is empty, a container into which information might be put, held, and carried.
It's made of bits...
[[Pick it up.|MAC Frames]]
[[Look at something else.|data link altar]]
[[Step away.|wire wizard home]]<<set _sigil to "physical">>\
[[data link frame]]
[[technical bit]]
<<set _sigil to "transport">>\
<img src="http://resources.technomancer.info/Images/Layers/Utilities/Astral hang.png" align="right">\
You stand by a small table with several items.
To one side is a wall hanging showing a [[rain of symbols|transport host astral]].
[[Step away.|Transport ship]]<<set _sigil to "session">>\
<img src="http://resources.technomancer.info/Images/Layers/Utilities/Astral hang.png" align="right">\
You stand by a small table with several items.
To one side is a wall hanging showing a [[rain of symbols|session host astral]].
[[Step away.|enchanter dome]]<<set _sigil to "presentation">>\
Silicon Sorcerers
We are seers of the umbral planes. That which is obfuscated or esoteric is made manifest to us. With second sight we perceive the enigmas which arise from the very fabric of the astral realms and our arts manipulate that intangible substance.
With our right hand we are the keepers of keys and masters of revelation. With the left we are the guardians of secrets and the wrights of mystery. It is our power that unclouds the smoky mirrors through which the masses see beyond, and our arts that make sense of the primal tongues in which the spirits speak.
[[Step away.|silicon sanctum]]<<set _sigil to "presentation">>\
<img src="http://resources.technomancer.info/Images/Layers/Utilities/Astral hang.png" align="right">\
You stand by a small table with several items.
To one side is a wall hanging showing a [[rain of symbols|presentation host astral]].
[[Step away.|presentation temple interior]]<<set _sigil to "application">>\
You are within a palace of translucent material that looks like ice or glass. At first it appears the shell of the structure is empty, without interior walls or floors, but after a moment you see that the space is filled with ghost-like internal structures that shift and move from moment to moment, or the direction you look at them.
[[shadow door|application spirits]]
[[digital daemonologist]]
To one side is a [[small table|application altar]] with small items and hangings.
[[Leave.|application palace]]<<set _sigil to "application">>\
<img src="http://resources.technomancer.info/Images/Layers/Utilities/Astral hang.png" align="right">\
You stand by a small table with several items.
To one side is a wall hanging showing a [[rain of symbols|application host astral]].
[[Step away.|application palace]]<<set _sigil to "application">>\
We cannot directly enter the transcendental worlds. So, we largely work through agents. Whether we realize it or not, the great majority of our actions are mediated by these daemons; beings made from the ectoplasm of the astral and ethereal spaces. These ephemeral beings come in many types; benign, malicious, from the simplest will-o-wisp to complex beings able to create and converse almost in the manner of humans.
Where others may think or pretend they work their will directly upon the substance of the aether, we know that all but the greatest of workers enact their arts through the intermediation of spirits. In the earliest days of our arts this was not true. Workers of Will were bound to the arts that could be enacted through artifice and the direct application of the Primal Language.
Since that time, the broods that serve us have multiplied. Where the Ancient Ones, those first spirits we called forth, spoke only the Primal Language, we have crafted lesser tongues of the art that can be used to summon and command the multitudes.
These umbral hosts are divided into categories...
[[ancient ones]]
[[lesser spirits]]
[[oracles]]
[[dark spirits]]
[[genius loci]]
[[golem]]
[[great spirits]]
[[yog sothoth]]
Spirit, daemon, avatar, eidolon, familiar, numen, ...
[[Shadow door.|application palace inside]]<<set _sigil to "application">>\
Ancient ones
The eldest beings of the etherium called forth by humanity. These were elemental and primal, bound directly to matter through the artificer’s arts. These beings inhabited vast forms and spoke only the language primordial, communicating by means of complex supplications input through grand and intricate action or impressed upon physical matter. The revelations granted by these entities defined the turning of the age. Their raw power pales in comparison with even the least of their descendants, those spirits we call upon at a whim for trivial tasks. Sprites spirits that have greater freedom in action and ability. However, it was the existence of the ancient ones that laid the foundation upon which this age of wonders was built.
Difference Engine
UNIVAC
ENIAC
Punch Cards
[[Look elsewhere.|application spirits]]<<set _sigil to "application">>\
Agents of mankind in the realms transcendental. These least beings of the aetherium flit to and fro. Left to their own devices, they create great noise and fury signifying nothing. However, it is through these denizens that the majority of work in the aetherial is accomplished. Tasking these with trivial
Any program that automates and abstracts tasks at the direction of a user. The least of these are fully automatic programs that create effects without direct input, performing subdivided aspects of larger instructions.
The most common examples are internet browsers. However, portable devices and the “Internet of Things” are creating a proliferation of custom purpose applications.
[[Look elsewhere.|application spirits]]<<set _sigil to "application">>\
An oracle is an agency or medium that delivers authoritative, wise, or highly regarded and influential pronouncements, often ambiguous or obscure, as the response to an inquiry. Often located at shrines or temples and acting as intermediaries between the vulgar and transcendent.
Google
Bing
yahoo!
duckduckgo
<a href="https://dcuniverseonline.fandom.com/wiki/Oracle">Oracle</a>
[[Look elsewhere.|application spirits]]<<set _sigil to "application">>\
Throughout the aether we can find shapes and forms that have no practical purpose or helpful intent. These banes, spirits of malice, hate, and corruption, come in many forms. Most require some sort of host, slipping through the transcendental space via the movement of messages or by infecting other spirits to carry them like an etherial diseases.
The most fearsome are the worms. Dark beings capable of maneuvering themselves through baleful spaces. In past times there were no guardians in the aether to prevent the unchecked spread of such dark entities. Thus the Great Wyrm arose, able to overwhelm the transcendental realms. Only through heroic struggles was this infestation driven from these spaces and eldritch guardians set to prevent another from rising. However, the ways of the transcendental realms continue to grow faster than guards are set, Many fear that it is only a matter of time before a new Great Wyrm arises.
Malware.
[[Look elsewhere.|application spirits]]<<set _sigil to "application">>\
https://en.wikipedia.org/wiki/Genius_loci
In classical Roman religion, a genius loci (plural genii loci) was the protective spirit of a place. The numinous spirits of places in Asia are still honored today in city pillar shrines, outdoor spirit houses, and indoor household and business shrines.
In contemporary use, a genius loci is an intelligent spirit or magical power that resides in a place. Very few genius loci of this form are able to move from their native area, either because they are "part of the land" or because they are bound to it. Genius loci are usually portrayed as being extremely powerful and usually also very intelligent, though there is a great deal of variability on these points. Some versions are nearly omnipotent and omniscient inside the area they inhabit, while others are simply vast, semi-sentient wellsprings of magical energy. This power almost never extends beyond the border of the genius loci.
There are different explanations for the existence of genius loci. In most cases, however, the intelligent, magical entity simply develops from the similarly named "spirit of place" over a great deal of time, though genius loci may be described as forming through powerful magical events, ley lines, mana pools, or an equivalent.
[[Look elsewhere.|application spirits]]<<set _sigil to "application">>\
The typical construct is crafted by an artificer and controlled directly by means of an amulet, or charm. Some, however, are controlled by spirits. Called golems, these automatons have contain a shem, a talisman forged as vessels for spirits by which they can possess such bodies. The form of a golem may be the same as those controlled by humans. However, the ability of the spirit to more fully inhabit the form also allows golem to embrace shapes that are complex and thus more difficult for a human to conceive.
Even the most powerful spirits so embodied are typically bound to obey the commands of a humans, whether through totems or other means. Depending on the power of the shem and the complexity of the spirit bound to it, a golem may still require direct commands from a human master to act. The total of the spirit’s focus and energy being required for the manipulation of the body into which it has been placed. More and more, however, such golems are being created to be as autonomous as possible.
[[Look elsewhere.|application spirits]]<<set _sigil to "application">>\
…an All-in-One and One-in-All of limitless being and self — not merely a thing of one Space-Time continuum, but allied to the ultimate animating essence of existence’s whole unbounded sweep — the last, utter sweep which has no confines and which outreaches fancy and mathematics alike. It was perhaps that which certain secret cults of earth have whispered of as YOG-SOTHOTH, and which has been a deity under other names…
—H. P. Lovecraft, Through the Gates of the Silver Key
Yog-Sothoth knows the gate. Yog-Sothoth is the gate. Yog-Sothoth is the key and guardian of the gate. Past, present, future, all are one in Yog-Sothoth. He knows where the Old Ones broke through of old, and where They shall break through again. He knows where They have trod earth's fields, and where They still tread them, and why no one can behold Them as They tread.
—H. P. Lovecraft, The Dunwich Horror
https://en.wikipedia.org/wiki/The_Last_Question
"The Last Question" is a science fiction short story by Isaac Asimov. It is one of a loosely connected series of stories concerning a fictional computer called Multivac. The story overlaps science fiction, theology, and philosophy.
The story deals with the development of universe-scale computers called Multivacs and their relationships with humanity through the courses of seven historic settings, beginning in 2061. In each of the first six scenes a different character presents the computer with the same question; namely, how the threat to human existence posed by the heat death of the universe can be averted. The question was: "How can the net amount of entropy of the universe be massively decreased?" This is equivalent to asking: "Can the workings of the second law of thermodynamics (used in the story as the increase of the entropy of the universe) be reversed?" Multivac's only response after much "thinking" is: "INSUFFICIENT DATA FOR MEANINGFUL ANSWER.“
The story jumps forward in time into later eras of human and scientific development. In each of these eras someone decides to ask the ultimate "last question" regarding the reversal and decrease of entropy. Each time, in each new era, Multivac's descendant is asked this question, and finds itself unable to solve the problem. Each time all it can answer is an (increasingly sophisticated, linguistically): "THERE IS AS YET INSUFFICIENT DATA FOR A MEANINGFUL ANSWER."
In the last scene, the god-like descendant of humanity (the unified mental process of over a trillion, trillion, trillion humans that have spread throughout the universe) watches the stars flicker out, one by one, as matter and energy ends, and with it, space and time. Humanity asks AC, Multivac's ultimate descendant, which exists in hyperspace beyond the bounds of gravity or time, the entropy question one last time, before the last of humanity merges with AC and disappears. AC is still unable to answer, but continues to ponder the question even after space and time cease to exist. Eventually AC discovers the answer, but has nobody to report it to; the universe is already dead. It therefore decides to answer by demonstration. The story ends with AC's pronouncement,
And AC said: "LET THERE BE LIGHT!" And there was light...
[[great spirits]]
[[Look elsewhere.|application spirits]]<<set _sigil to "application">>\
[[Step away.|application palace inside]]
https://en.wikipedia.org/wiki/Abracadabra
The first known mention of the word was in the third century AD in a book called Liber Medicinalis (sometimes known as De Medicina Praecepta Saluberrima) by Quintus Serenus Sammonicus, physician to the Roman emperor Caracalla, who in chapter 51 prescribed that malaria sufferers wear an amulet containing the word written in the form of a triangle. The power of the amulet, he explained, makes lethal diseases go away. Other Roman emperors, including Geta and Alexander Severus, were followers of the medical teachings of Serenus Sammonicus and may have used the incantation as well.
It was used as a magical formula by the Gnostics of the sect of Basilides in invoking the aid of beneficent spirits against disease and misfortune. It is found on Abraxas stones, which were worn as amulets. Subsequently, its use spread beyond the Gnostics.
The word has numerous conflicting folk etymologies associated with it. It has been stated to derive from from an Aramaic phrase meaning "I create as I speak.” This etymology is dubious, however, as אברא כדברא in Aramaic is more reasonably translated "I create like the word." In the Hebrew language, the phrase translates more accurately as "it came to pass as it was spoken.“
The word is now commonly used as an incantation by stage magicians when performing a magic trick. It is also applied contemptuously to a conception or hypothesis purporting to be a simple solution of apparently insoluble phenomena
https://en.wikipedia.org/wiki/Barbarous_name
“The farmer Arepo works a plough".
https://en.wikipedia.org/wiki/Sator_Square
https://en.wikipedia.org/wiki/Command-line_interface
Command-line interfaces or a command language interpreter (CLI) is a means of interacting with a computer program where the user (or client) issues commands to the program in the form of successive lines of text (command lines).
Command-line interfaces to computer operating systems are less widely used by casual computer users, who favor graphical user interfaces.
Command-line interfaces are often preferred by more advanced computer users, as they often provide a more concise and powerful means to control a program or operating system. Programs with command-line interfaces are generally easier to automate via scripting.
https://en.wikipedia.org/wiki/Voice_user_interface
A voice-user interface (VUI) makes human interaction with computers possible through a voice/speech platform in order to initiate an automated service or process.
With advances in technology, VUIs have become more commonplace. Designing a good VUI requires interdisciplinary talents of computer science, linguistics and human factors psychology. Even with advanced development tools, constructing an effective VUI requires an in-depth understanding of both the tasks to be performed, as well as the target audience that will use the final system. The closer the VUI matches the user's mental model of the task, the easier it will be to use with little or no training, resulting in both higher efficiency and higher user satisfaction.
The characteristics of the target audience are very important. A VUI designed for a small group of power users should focus more on productivity and less on help and guidance. Such applications should streamline the call flows, minimize prompts, eliminate unnecessary iterations and allow elaborate "mixed initiative dialogs", which enable callers to enter several pieces of information in a single utterance and in any order or combination. In short, speech applications have to be carefully crafted for the specific business process that is being automated.
https://en.wikipedia.org/wiki/List_of_DOS_commands
https://en.wikipedia.org/wiki/List_of_Unix_commands
https://en.wikipedia.org/wiki/Template:Windows_commands
[[elder sign protocol]]<<set _sigil to "application">>\
[[words of power|app words of power]]
[[Step away.|application palace inside]]
"In some places they was little stones strewed about—like charms—with somethin' on 'em like what ye call a swastika nowadays. Prob'ly them was the Old Ones' signs.“
– H.P. Lovecraft "The Shadow Over Innsmouth" (1936)
The Elder Sign is twice referenced by Lovecraft, first in “The Dream Quest of Unknown Kadath,” although it is not described ("the farmer and his wife would only make the Elder Sign and tell him the way to Nir and Ulthar").
August Derleth created what has become the most well-known and popular version of the Elder Sign, describing it as a warped, five-pointed star with a flaming pillar (or eye) in the center. Other versions have appeared in various places and media.
Regardless of the author or description, the sign is used as a defense against the alien powers that threaten mortal kind. In a semi-coherent Mythos this presents it as one of two things;
The simpler is some sort of override. This implies a coherent, understandable creator and consequently a far more benign universe than the Lovecraftian standard.
The other option is that it presents as a sort invocation to greater, and thus more unfathomable, powers in hopes that their increased size/dimensionality makes them less likely to notice mortal kind than whatever threatens. More in tune with a Lovecraftian multiverse ambivalent to the existence of humans, the use of the elder sign by mortals may also represent a lack of understanding as to what its presence truly portends.
<<set _sigil to "network">>\
Mages of the Machines
We are the keepers of the nexuses of transcendental forces, those wellsprings of astral energies and crossroads within the aether. While the craft of those who came before forged the bindings between the mortal world and the shadow realms, it is by our arts those bindings draw ever tighter.
Those same arts we turn to clearing the ways within the sublime planes of the debris and disorder which block them. We are the pathfinders, explorers, and keepers of ways. We move with swiftness and strike like lightning.
[[Step away.|mage tent]]
<<set _sigil to "data link">>\
Wire Wizards
The data link provides data transfer across the physical connection.
That transfer can be reliable or unreliable; many data-link protocols do not have acknowledgment of transmission or processing.
Addresses can’t be used to identify location logically or physically.
The earliest stirring of the mystic arts arose with laying of the first arcane threads across the wastes and oceans of this world. They connected civilization to civilization, forged like a chain binding together the globe; link by link. In those days the basic techniques were revealed by which we might give order and structure to the passing of ethereal fire and the winds of quintessence. When the ley lines began to cut deep into the borders between this world and those beyond motion of the primal forces raise to a storm. It was we who learned how to dip our bowls into the rush and draw forth reason. It was by our precepts that the tempest bound within those channels became rivers which could be plied. But deeper still were cut the tracks, and like dragon’s fury became the rage spilled forth by those ways. No longer can we calm the great unearthly rivers, they flow too broad and deep, too filled with the great tides of power unleashed from the realms beyond. Yet our arts placate the storm to some small degree, so we wander.
We are psychopomps, the whippoorwill and hart, enigmas that wait in the crossroads of worlds at dawn. We are the whisperers of the immortal flame; those who calm it and set it to a task. The color of our tradition is orange and our robes those of the meditant, the penitent, and wanderer. Saffron is our warning and our welcome, our invitation to connection and our counsel that our art is fed by the fury of the storm.
We are the psychopomps; like the whippoorwill and feline, we are those who build bridges and pierce the veil, that stand vigil in twilight on the thresholds between worlds and linger at the crossroads of possibilities.
Through the arts of the artificer is the veil drawn near enough that it might be touched. But, where the shamans gather the substance of the etherium and bring it into the material, we hold open the gates for those who push beyond.
[[Step away.|wire wizard home]] <<set _sigil to "physical">>\
Cat1 POTS - 2 pair/4 wires
[[registered jack]]
[[Step away.|twisted pair]]<<set _sigil to "physical">>\
obsolete and unused
[[Step away.|twisted pair]]<<set _sigil to "physical">>\
Ethernet: Cat-5, 5e, 6
Twisted Pair; 10base-T, 100 Base-TX, 1000 Base-TX
Run distance 100 m, 330’
RJ45 Connectors [[rj45]]
You stand on a small rise at the edge of the clearing that looks over a stream.
Two paths lead down to the stream. One goes to a ford that cuts [[straight through|straight cable]], while the other leads to a little bridge that [[crosses over|cross cable]].
[[Step away.|twisted pair]]<<set _sigil to "physical">>\
Fiber 40 KM / 25 mi runs
Single mode (SMF)
Multi mode (MMF)
Fx – Fiber
Sx – Fiber (short)
Lx – Fiber (long)
E – Fiber (ex-long)
[[Step away.|wiring forest]]
https://en.wikipedia.org/wiki/Optical_fiber
https://en.wikipedia.org/wiki/Fiber-optic_communication
<<set _sigil to "physical">>\
https://en.wikipedia.org/wiki/Tempest_(codename)
EMS Management
Electronic Warfare
[[Step away.|inside shaman house]]<<set _sigil to "physical">>\
568A – white/green, green, white/orange, blue, white/blue, orange, white/brown, brown
<<if previous() is "straight cable">>\
[[Go back.|straight cable]]
[[Continue.|straight cable]]
<<elseif previous() is "cross cable">>\
[[Go back.|cross cable]]
[[Continue.|Path 568B]]
<<elseif previous() is ""Path 568B">>\
[[Continue.|Path 568B]]
[[Continue.|cross cable]]
<<else>>\
[[Continue.|cat5e-6]]
<<endif>>\
<<set _sigil to "physical">>\
568B – white/orange, orange, white/green, blue, white/blue, green, white/brown, brown
T568A wiring pattern is recognized as the preferred wiring pattern for this standard because it provides backward compatibility to both one pair and two pair USOC wiring schemes.
<<if previous() is "straight cable">>\
[[Go back.|straight cable]]
[[Continue.|straight cable]]
<<elseif previous() is "cross cable">>\
[[Go back.|cross cable]]
[[Continue.|Path 568A]]
<<elseif previous() is ""Path 568A">>\
[[Continue.|Path 568A]]
[[Continue.|cross cable]]
<<else>>\
[[Continue.|cat5e-6]]
<<endif>>\<<set _sigil to "data link">>\
[[Leave.|datalink downstream yellow]]
Is this physical layer?
[[Analog modulation]]
[[Circuit mode]]
[[Statistical multiplexing]]
<<set _sigil to "data link">>\
[[Back.|dl multiplex]]
https://en.wikipedia.org/wiki/Modulation#Analog_modulation_methods
AM - https://en.wikipedia.org/wiki/Amplitude_modulation
FM - https://en.wikipedia.org/wiki/Frequency_modulation
PM - https://en.wikipedia.org/wiki/Phase_modulation
QAM - https://en.wikipedia.org/wiki/Quadrature_amplitude_modulation
SM - https://en.wikipedia.org/wiki/Space_modulation
SSB - https://en.wikipedia.org/wiki/Single-sideband_modulation<<set _sigil to "data link">>\
[[Back.|dl multiplex]]
Circuit mode - (constant bandwidth)
TDM - Time-division multiplexing / Time-division multiple access https://en.wikipedia.org/wiki/Time-division_multiplexing
- TDMA - Time-division multiple access - https://en.wikipedia.org/wiki/Time-division_multiple_access
FDM - Frequency-division multiplexing
https://en.wikipedia.org/wiki/Frequency-division_multiplexing
WDM - Wavelingth-division multiplexing
https://en.wikipedia.org/wiki/Wavelength-division_multiplexing
SDMA - Space-division multiple access
https://en.wikipedia.org/wiki/Space-division_multiple_access
SD/SDM/SDX/Spatial - Spatial multiplexing or space-division multiplexing
https://en.wikipedia.org/wiki/Spatial_multiplexing
PDM - Polarization-division multiplexing
https://en.wikipedia.org/wiki/Polarization-division_multiplexing
OAM - Orbital angular momentum multiplexing
https://en.wikipedia.org/wiki/Orbital_angular_momentum_multiplexing
<<set _sigil to "data link">>\
[[Back.|dl multiplex]]
[[Spread Spectrum]]
Statistical multiplexing (variable bandwidth)
Packet switching - https://en.wikipedia.org/wiki/Packet_switching
Dynamic TDMA - https://en.wikipedia.org/wiki/Time-division_multiple_access#Dynamic_TDMA
Spread Spectrum - https://en.wikipedia.org/wiki/Spread-spectrum
OFDMA - Orthogonal frequency-division multiple access
https://en.wikipedia.org/wiki/Orthogonal_frequency-division_multiple_access
SC-FDM - Single-carrier FDMA
https://en.wikipedia.org/wiki/Single-carrier_FDMA
MC-CDMA / MC-SS - Multi-carrier code-division multiple access / Multi-carrier spread spectrum
https://en.wikipedia.org/wiki/Multi-carrier_code-division_multiple_access
<<set _sigil to "data link">>\
[[Back.|Statistical multiplexing]]
Spread Spectrum
CSS - Chirp spread spectrum https://en.wikipedia.org/wiki/Chirp_spread_spectrum
DSSS - Direct-sequence spread spectrum https://en.wikipedia.org/wiki/Direct-sequence_spread_spectrum
FHSS - Frequency-hopping spread spectrum https://en.wikipedia.org/wiki/Frequency-hopping_spread_spectrum
THSS - Time hopping spread spectrum https://en.wikipedia.org/wiki/Time-hopping<<set _sigil to "physical">>\
Both ends use the same wiring order.
[[Path A|Path 568A]]
[[Path B|Path 568B]]
[[Step away.|cat5e-6]]
<<set _sigil to "physical">>\
One end uses the [[T568A|Path 568A]] wiring standard, and the other end uses the [[T568B|Path 568B]] wiring standard.
[[Step away.|cat5e-6]]
crossover cables are used to connect like devices together
Switch to switch
Switch to hub
Hub to hub
Router to router
Router Ethernet port to PC NIC
PC to PC<<set _sigil to "physical">>\
[[registered jack]]
[[Step away.|cat5e-6]]
Although commonly referred to as RJ45 in the context of Ethernet and category 5 cables, RJ-45 originally refers to a specific wiring configuration of an 8P8C connector. A telephone-system-standard RJ45 plug has a key which excludes insertion in an un-keyed 8P8C socket
https://en.wikipedia.org/wiki/Modular_connector#8P8C<<set _sigil to "physical">>\
[[rj45]]
[[cat1]]
A registered jack (RJ) is a standardized telecommunication network interface for connecting voice and data equipment to a service provided by a local exchange carrier or long distance carrier.
Additional letter suffixes indicate minor variations. For example, RJ11, RJ14, and RJ25 are the most commonly used interfaces for telephone connections for one-, two-, and three-line service, respectively.
https://en.wikipedia.org/wiki/Registered_jack
A modular connector is a type of electrical connector for cords and cables of electronic devices and appliances, such in computer networking, telecommunication equipment, and audio headsets. Many applications that originally used bulkier, more expensive connectors have converted to modular connectors. Probably the best known applications of modular connectors are for telephone and Ethernet.
Modular connectors are often referred to as modular phone jack and plug, RJ connector, and Western jack and plug. The term modular connector arose from its original use in modular wiring components of telephone equipment by the Western Electric Company in the 1960s. This includes the 6P2C (6 pin 2 connector) used for telephone line connections and 4P4C (4 pin 4 connector) used for handset connectors.
Registered jack designations describe the signals and wiring used for voice and data communication at customer-facing interfaces of the public switched telephone network. It is common to use a registered jack number to refer to the physical connector itself; for instance, the 8P8C modular connector type is often inaccurately labeled RJ45 because the registered jack standard of that name specified 8P8C modular connectors. A common use of 8P8C connectors is Ethernet over twisted pair. Likewise, the 4P4C connector is sometimes erroneously called RJ9 or RJ22—no such official designations exist—and various six-position modular connectors may be incorrectly called RJ11.
https://en.wikipedia.org/wiki/Modular_connector<<set _sigil to "physical">>\
Trail marked with small cuttings with a <i>pair</i> of vines <i>twisted</i> together.
twisted pair cable
cats different than felines?
post [[cat1]]
? [[cat2-4]]
hand | bee [[cat5e-6]]
[[forest edge|wiring forest]]
https://en.wikipedia.org/wiki/Twisted_pair<<set _sigil to "data link">>\
You'd barely count this handful of ruddy clay buildings as a village, but they cluster near the closer [[gate|MAC Gate]] in the wall between it and the [[river|datalink island cross red]] that splits the courtyard.
MAC / MAP
The channel access control mechanisms provided by the MAC layer are also known as a Multiple Access Protocol
Characteristics of the Media Access Control (MAC) sublayer include the following:
* Physical addressing [[MAC Address]]
* Logical topology [[MAC Topology]]
* Method of transmitting on the media: [[MAC Error Prevention]]
The primary functions performed by the MAC layer are:
* Insertion of information into frames
* Addressing of destination stations
* Inclusion of source-station address in frames.
* Control of access to the physical medium
* Receive/transmit and ensure spacing between frames.
* Protection against errors.
* Generating and checking FCS (frame check sequence).
* Discarding of damaged frames and retransmission.
<<set _sigil to "data link">>\
[[MAC topics]]
Layer 2 devices view a network as a logical topology. Examples of a logical topology include bus and ring topologies.<<set _sigil to "data link">>\
[[MAC topics]]
With several devices connected to a network, there needs to be some strategy for deciding when a device sends on the media. Otherwise, multiple devices might send at the same time and thus interfere with one another’s transmissions.
Contrast LLC Error control.<<set _sigil to "data link">>\
<<elseif $invoke is "Jump" or $invoke is "jump">>\
<<set _jump to 1>>\
<<elseif $invoke is "Jump in" or $invoke is "Swim">>\
<<set _jump to 1>>\
<<elseif $invoke is "jump in" or $invoke is "swim">>\
<<set _jump to 1>>\
<<endif>>\
<<if previous() is "datalink swim between">>\
The next thing you know you've washed ashore into a patch of yellowed grass.
You find yourself watching the orange-colored water flow out of a vaulted tunnel under a great orange wall. On the far side of the river you can see a set of stairs leading up into the wall, and red grass reaching away into a walled courtyard.
Following the wall on this side of the river leads to a great [[gate|LLC Gate]], while the river flows [[downstream|datalink island cross yellow]] towards a great tree on an island.
<<set $invoke to "">>\
<<else>>\
You stand watching the orange-colored water flow out of a vaulted tunnel under the wall. On the far side you can see a set of stairs leading up into the wall.
Following the wall leads to a great [[gate|LLC Gate]] while the river flows [[downstream|datalink island cross yellow]] towards a great tree on an island.
<<endif>>\
<<if _jump is 1>>\
It seems like a really bad idea, but you could always [[jump in|swim dl island]].
<<endif>>\<<set _sigil to "data link">>\
[[Leave.|datalink downstream yellow]]
Connection services: When a device on a network receives a message from another device on the network, that recipient device can give feedback to the sender in the form of an acknowledgment message. The two main functions provided by these acknowledgment messages are as follows:
* Flow control: Limits the amount of data a sender can send at one time; this prevents the sender from overwhelming the receiver with too much information.
* Error control: Allows the recipient of data to let the sender know whether the expected data frame was not received or whether it was received but is corrupted. The recipient figures out whether the data frame is corrupt by mathematically calculating a checksum of the data received. If the calculated checksum does not match the checksum received with the data frame, the recipient of the data draws the conclusion that the data frame is corrupted and can then notify the sender via an acknowledgment message.<<set _sigil to "data link">>\
[[Leave.|datalink downstream yellow]]
Synchronizing transmissions: Senders and receivers of data frames need to coordinate when a data frame is being transmitted and should be received. The three methods of performing this synchronization are detailed here:
* Isochronous: With isochronous transmission, network devices look to a common device in the network as a clock source, which creates fixed length time slots. Network devices can determine how much free space, if any, is available within a time slot and then insert data into an available time slot. A time slot can accommodate more than one data frame.
Isochronous transmission does not need to provide clocking at the beginning of a data string (as does synchronous transmission) or for every data frame (as does asynchronous transmission). As a result, isochronous transmission uses little overhead when compared to asynchronous or synchronous transmission methods.
* Asynchronous: With asynchronous transmission, network devices reference their own internal clocks, and network devices do not need to synchronize their clocks. Instead, the sender places a start bit at the beginning of each data frame and a stop bit at the end of each data frame. These start and stop bits tell the receiver when to monitor the medium for the presence of bits.
* Synchronous: With synchronous transmission, two network devices that want to communicate between themselves must agree on a clocking method to show the beginning and ending of data frames. One approach to providing this clocking is to use a separate communications channel over which a clock signal is sent. Another approach relies on specific bit combinations or control characters to indicate the beginning of a frame or a byte of data.
Like asynchronous transmissions, synchronous transmissions can perform error detection. However, rather than using parity bits, synchronous communication runs a mathematical algorithm on the data to create a cyclic redundancy check (CRC). If both the sender and the receiver calculate the same CRC value for the same chunk of data, the receiver can conclude that the data was not corrupted during transmission.<<set _sigil to "data link">>\
You stand watching the orange-colored water flow into a vaulted tunnel under the wall.
Following the wall leads to a great [[gate|MAC Gate]] while the river flows towards you from a great tree on an island [[upstream|datalink island cross red]].
[[Jump in.|datalink swim between]]<<set _sigil to "data link">>\
<<if $swim is 0>>\
You find yourself washed away.
[[Try to float.|swim dl island][$swim to 1]]
<<elseif $swim is 1>>\
The water rushes over you and batters you.
[[Try to swim.|swim dl island][$swim to 2]]
<<elseif $swim is 2>>\
You're drug under, beaten against the bottom and then let up.
[[Try to fight.|swim dl island][$swim to 3]]
<<elseif $swim is 3>>\
You're thrashed about for longer than you expect. Seconds turn to minutes your flailing against the current is futile. Sometimes breathing seemse futile as you're dragged under and battered against the bottom.
[[Try to survive.|swim dl island][$swim to 4]]
<<elseif $swim is 4>>\
You're pretty sure this was a fatal mistake and you're surely going to drown when you slam into ground that seems just slightly more dry than everything else you've hit.
[[Drag yourself out of the water.|data link intro]]
<<else>>\
Are you crazy?
[[You hit the water.|swim dl island][$swim to 0]]
<<endif>>\
<<if $invoke is "Data Link" or $invoke is "data link">>\
[[Something strange happens...|data link intro]]
<<elseif $invoke is "Data link" or $invoke is "dl">>\
[[Something strange happens...|data link intro]]
<<elseif $invoke is "MAC" or $invoke is "mac">>\
[[Something strange happens...|MAC Gate]]
<<elseif $invoke is "LLC" or $invoke is "llc">>\
[[Something strange happens...|LLC Gate]]
<<endif>>\
<<set $invoke to "">>\<<set _sigil to "data link">>\
<<if $swim is 0>>\
You find yourself washed into the tunnel.
[[Try to float.|datalink swim between][$swim to 1]]
<<elseif $swim is 1>>\
The water rushes over you and batters you.
[[Try to swim.|datalink swim between][$swim to 2]]
<<elseif $swim is 2>>\
You're drug under, beaten against the bottom and then let up.
[[Try to fight.|datalink swim between][$swim to 3]]
<<elseif $swim is 3>>\
You're thrashed about in darkness for longer than you expect. Seconds turn to minutes your flailing against the current is futile. Sometimes breathing seemse futile as you're dragged under and battered against the bottom.
[[Try to survive.|datalink swim between][$swim to 4]]
<<elseif $swim is 4>>\
You're pretty sure this was a fatal mistake and you're surely going to drown when you see a light downstream.
[[Drag yourself out of the water.|datalink upstream yellow]]
<<else>>\
Are you crazy?
[[You hit the water.|datalink swim between][$swim to 0]]
<<endif>>\
<<if $invoke is "Data Link" or $invoke is "data link">>\
[[Something strange happens...|data link intro]]
<<elseif $invoke is "Data link" or $invoke is "dl">>\
[[Something strange happens...|data link intro]]
<<elseif $invoke is "MAC" or $invoke is "mac">>\
[[Something strange happens...|MAC Gate]]
<<elseif $invoke is "LLC" or $invoke is "llc">>\
[[Something strange happens...|LLC Gate]]
<<elseif $invoke is "Hekate" or $invoke is "Hecate">>\
[[Something strange happens...|meditation labyrinth center]]
<<endif>>\
<<set $invoke to "">>\<<set _sigil to "physical">>\
Physical topology: Layer 1 devices view a network as a physical topology (as opposed to a logical topology). Examples of a physical topology include bus, ring, and star topologies.
[[back.|physical path]]