recursal/Fanatic-Fandom huggingface dataset:
Sorcerer

**Sorcerers** (sometimes abbreviated **sorc**s) are spellcasters in the world of This Used to be About Dungeons. Mizuki Yono is the primary sorcerer of the story.

## Social Role

Stereotypically considered a bit wild, an archetype Mizuki fits perfectly.

## Abilities

Sorcerers rely on interference patterns in the aether created by other magic - spellcasters, dungeons, and magical creatures such as will-o-wisps can all be potential sources. In combat, sorcerers generally provide ranged support. The aetheric disturbance is consumed in the casting; for a novice sorcerer, the usual estimate is one spell per dungeon room, perhaps a little more if there's a lot of magic in play.

## References

1. ↑ “The dungeon portals are old magic, one of the anchoring techniques that keep rogue magic from building up.”

“Well I knew *that,* I am a sorc,” said Mizuki. - Chapter 2: Big City Energy
2. ↑ “Mizuki? Oh, I think she’ll do fine,” said Marta. “She reminds me a bit of one of my dungeoneering friends from back in the day. I won’t say all sorcs are of a type, but Mizuki certainly seems to be.” - Chapter 3: Venison and Honey
3. ↑ “Which two others?” asked Mizuki. “What kinds of casters?”

“Only one other caster,” said Alfric. “A cleric. The other I’m planning to ask is a ranger, of sorts, at least according to the censusmaster.” One of the alternates was a caster, if he understood the term from a sorcerer’s perspective, but he didn’t want to get her hopes up.

“A sorcerer needs magic to make magic,” said Mizuki. “With a priest and a bard I’m not going to be getting much in the way of interference patterns to work with.”

“You’ll have the dungeon too,” said Alfric. “That’s three. It should be more than enough.”

[...]

She looked out into the woods, where the will-o-wisps were still floating away. “Well, I don’t particularly feel like following them just in the hopes that I can finagle something from their magic, so I guess I’ll be with you. Do you already have the party made? Or is this fresh?” - Chapter 1: The Fig and Gristle
4. ↑  “Your role would be ranged combat and support. For a novice sorcerer, it’s generally safe to figure one spell per room, and it would be best for you to go first, so there’s not so much a risk of friendly fire. I’ll be going in with sword and shield, taking the brunt of the punishment, and if you’re able to eke out another spell or two from the cross-magic going around, all the better.” - Chapter 1: The Fig and Gristle
Widders

Widders is a tilted continent, its eastern edge is three miles in the air while its western edge descends down into the ocean. The Cidium Cliffs on that eastern edge present an enormous sheer drop, and it is within a crook of this cliff that the city of Cidium is located, spanning three vertical miles.
Frongal

**Frongals** are a species of giant frogs, farmed for food by people in one of Juniper Smith's campaigns. Some people consider it lucky (or perhaps unlucky) to carry around a frongal bone.

## History

On his way back to Darili Irid, upon his arrival in Meerhan, Grak went to an altek cafe and ordered a frongal-stuffed roll. Darili Irid

Juniper saw an advertisement for "fresh frongal legs" in the Risen Lands. He later remembered that he had created frongals for one of his campaigns. Taking the Fall

## References

1. ↑ Frongals I remembered too, they were giant frogs that people raised and slaughtered like pigs.
—*Worth the Candle* Chapter 1: "Taking the Fall"
2. ↑ “On Aerb there many people under delusions about how the world actually works, who think that there’s such a thing as luck which applies in all sorts of circumstances that it demonstrably does not. Gamblers will say that they’re rolling hot, or that the dice are due for a streak, or things like that, and though the Athenaeum of Mathematics and Metaphysics has done enough research to rule that out, these myths persist. The same goes for things like carrying around a frongal bone or spitting in a fountain.”
—*Worth the Candle* Chapter 18: "Communal"
The Great Train Robbery

**Juniper causes an international incident.**

## Synopsis

Juniper moves across the top of the train at night to retrieve the handmaiden. Two guards fight him, and he knocks one off the train, and the second unconscious. The Handmaiden introduces a complication; there's a guard who wants to come too. Both are put into Sable.
Rolling Need

**The trio enter Caer Laga.**

## Synopsis

Having entered Caer Laga, Juniper and Fenn follow Amaryllis as she leads them to the vault. The vault contains treasure, some of which Juniper recognises from specific games that he ran on Earth. Specifically, he notes the Marzipan Urn, the Clonal Kit, and the Immobility Plate out of the seven entad treasures in the vault.

Amaryllis notes that Juniper's recollection of these items is the first time that his claims of creating pieces of Aerb can be tested. She and Fenn had been discussing Juniper's condition when the two of them were alone. Juniper takes it well, which nets him ***Loyalty Increased: Amaryllis lvl 6!***. Amaryllis claims the treasures, passing the Anyblade to Juniper, which he immediately recognises after seeing it come to life in his hands. She keeps the Flickerblade for herself.

Fenn asks Juniper how many magic items he came up with, and Juniper responds that he thought of around one thousand in total. Fenn and Amaryllis compare this to the approximately one billion entads on Aerb and conclude that it is very unlikely that their party ran into so many entads that Juniper created.

Juniper reminds his companions that they should fight the fairies from the urn to get it over and done with. Amaryllis dons the Immobility Plate and the Ancestor's Amulet while Juniper tests the Anyblade. Juniper is reminded of his friend Reimer who was prone to munchkinry in D&D games. He turns around and is stunned by Amaryllis's deadly appearance. Juniper hopes that Amaryllis is on his side.

The party makes further preparations for their short-term future by experimenting with the Clonal Kit and its limitations of producing items in sets according to professions that people on Aerb have, and of needing to be paid back in items of equivalent value to produce more items. Fenn manipulates the box into producing a net by thinking of a profession of butterfly capturers. They open the urn, hoping to use the net to turn the fight into a curb-stomp battle, but the fairies coordinate to escape from the net. The fairies put up a pretty good fight against the party, one of them almost choking Juniper before Amaryllis materialises the tip of the Flickerblade inside Juniper's throat.

Having defeated the fairies, the three of them eat their corpses to recover their health. The sound of a helicopter, summoned by invisible wards around Caer Laga, becomes audible and the three decide on their next actions.

## Featured characters

* Juniper Smith
* Amaryllis Penndraig
* Fenn Greenglass
* Arthur Reimer *(mentioned only)*

## Quotes

“...it’s full of fairies made of marzipan. When we open it, they’ll attack.”

“What is the godsdamned point of that?”

“I think they’ll only attack the first time. At least, that’s how it was when I made it.”

“In this long dream you once had.”

—**Juniper** describes the Marzipan Urn to a skeptical **Fenn**.
“Elf sense is screaming at me. Usually I listen, but it’s a bit incoherent right now, which is never a good sign.”

—**Fenn'**s elf luck warns her about the helicopter.
## Notes

### Real-world references

* Both Earth and Aerb have the notion of the Pareto principle.
The List of Things That People Can’t Know

**The List of Things That People Can’t Know** is a series of facts that The Council Of Arches has decided they need to prevent outsiders from knowing.

These are

1. The Existence or features of the Game Layer
2. The identity of Amaryllis Penndraig.
3. The Council's possession of a teleportation key.
4. The assault at Aumann’s.
5. The existence of the last locus.
6. The public fight in Boastre Vino.
7. The murder of Larkspur and company.
8. The release of Fallatehr from prison.
9. Valencia's non-anima nature.
10. Esuen's Extraction.
11. The hijacking of the Down and Out.
12. Bethel's identity as a meta-entad.
13. The Council's deal with Uniquities.
Schloss

**Schloss** are people or places retconned into existence by the schlossvolk, inhabitants of the Outer Reaches. They could be identified by their lack of impact on their surroundings, having been brought into being from nothing, and later by conceptual signatures. Knowledge about them is subject to an antimemetic effect: notes fade away, and people forget conversations.

Known schloss include the Ice Wizards and the Omega Hell portal.

They were named schloss (German for castle) by Uther, after a story of a farmer who notices a castle that wasn't there before.

## References

1. ↑ Notes are subject to the same effect. They fade away to nothing, beyond a certain level of specificity.
—*Worth the Candle* Chapter 175: "High Concept"
2. ↑ The Ice Wizards would be one example. They were confined to the north by the peculiarities of their magic, until they finally discovered a configuration of ice that would let them expand. But there was no hint that they had ever existed, at least from my perspective in Anglecynn. Our maps in those days were woefully inadequate, but still, there should have been something, I had been looking, searching, to see the scope of the world.
—*Worth the Candle* Chapter 175: "High Concept"
3. ↑  “What was the second thing?” I asked. “About the portal?”

“It’s schloss,” said Grak, giving a glance at Lisi, who seemed not to hear him. “Amaryllis went to the Outer Reaches.”
—*Worth the Candle* Chapter 234: "Heck if I Know "
4. ↑ Uther tapped his fingers on the table. “Imagine a farmer, one of those men who works the fields with his family, as his father did before him. Every weekend, he makes a trip into town for supplies, or to sell his goods, or to pray to whatever small gods the people in his region pray to. One day, as he’s following the road that he’s been down nearly every week of his adult life, the same road his father walked down, and his grandfather, this farmer notices a castle. To the best of his recollection, that castle wasn’t there the week before, but it couldn’t have possibly been built the prior seven days. He forgets his trip into town and approaches the castle, but there’s nothing fey or ethereal about it, there’s no haunting or magic, and when he speaks with the guards, they’re quite insistent that the castle has been there the entire time. Indeed, when the farmer eventually does get to town, there are copious records of this castle having always been there, tucked away.”
—*Worth the Candle* Chapter 175: "High Concept"
Skent

A creature sometimes thought wiped out by the Second Empire, but actually only pushed partially towards extinction. They are violent, durable and can regenerate. If someone has an egg and keeps it when it hatches the skent will bond with the person, but there is no way to control it. The skents have a five hundred yards radius effect of death doubling, which means that if a living entity dies within range, another one dies too at roughly the same distance from the skent. Its effect kills the mortal sapient races and snakes.

## References

1. ↑ “They’re old, pushed into partial extinction by the Second Empire, one of those monsters that came in from the wilds on occasion. Horrifically violent, incredibly durable, with strong regeneration. If you have an egg and hatch one, they’ll bond with you, but they can’t be controlled. I’m not sure where it came from. I took the battle outside the castle, mostly for fear of civilian deaths, and once I was past the wards, I couldn’t get back in.”
—*Worth the Candle* Chapter 185: "Mirror Room"
2. ↑ “Horrible creature that the Second Empire managed to wipe out,” said Pallida. “If someone dies within range of it, a second person dies. It’s death multiplication.”
—*Worth the Candle* Chapter 186: "Paladin"
3. ↑ Zinnia nodded. “If you find a way back, bring snakes. Aside from the mortal species, they’re one of the only things that the death effect counts as alive. The range of the death effect is five hundred yards, targeting the living entity at the same radius as the creature to die.”
—*Worth the Candle* Chapter 186: "Paladin"
Sly

**Sly** is a boy encountered by Juniper Smith in the Risen Lands.

## Biography

While imprisoned by The Host, Sly received information from his uncle about the situation in the Risen Lands. It didn't do him much good; after being airdropped there with Poul and Becca, he sustained a fatal stomach wound and the group wound up stuck inside an abandoned clothing store. He died shortly after meeting Juniper Smith, who shot him with a void tunneler to prevent him from rising as one of the undead. Goraion
Runination

**Juniper gains rune and velocity magic.**

## Synopsis

Juniper travels to Grunnings and buys his way into the runeforge to gain rune magic and make some runic constructs.

Juniper travels to a secret facility and gains velocity magic by falling down a long shaft.

Juniper and Amaryllis have sex.

## Featured characters

* Juniper Smith
* Xo
* Amaryllis Penndraig
* Grakhuil Leadbraids
Tripartite Talks

## "Tripartite Talks"

### Link

Chapter 72

**Juniper and Fallatehr have a final showdown.**

## Featured characters

Grakhuil Leadbraids

Fallatehr Whiteshield

Fenn Greenglass

Lehpenn Ironwood

Valencia The Red *(mentioned)*

Amaryllis Penndraig *(mentioned)*

Rheta *(mentioned)*

## Quotes

"I have Amaryllis. She's held by Rheta, if you --."

—**Fallatehr**'s final words in his fight with **Juniper**.
The Host

**The Host** is an army comprising an unknown fraction of the armed forces of Anglecynn.

## Trial by adversity

Instead of direct executions, Anglecynn allows criminals convicted of capital offenses to participate in a "trial by adversity". The criminal in question is airdropped into the Risen Lands, with a tattoo that slows their fall so that they don't die on impact.  If they succeed in making their way to a Host outpost, they are allowed to join with a clean record.

## History

Juniper Smith, Amaryllis Penndraig, Poulus Cambria, Becca, Sly, and the Fuchsia Coterie took part in one trial by adversity. Taking the Fall Thickenings Solely Responsible Reaver Goraion

While Juniper underwent his trial by adversity, Craig joined the Host of his own volition - just like he'd always talked about. Freshman

## References

1. ↑ When I looked around, I saw that death wasn't quite so imminent as I had thought; I was slowing down. There was a glowing rune on my right hand which I would have sworn wasn't there five seconds ago.
—*Worth the Candle* Chapter 1: "Taking the Fall"
2. ↑ "Rebels. Traitors. Murderers. Dissidents. Thieves. You are the scum that has floated up to the surface. A less civilized society would have put you to the sword the moment you were caught. We believe in our ideals. Strength through adversity, righteousness through struggle. If you survive, you will be stronger for it. Make it to the outpost, and a place in the Host is waiting for you, your crimes forgiven."
—*Worth the Candle* Chapter 1: "Taking the Fall"
¿Para que sirven los diagramas de flujo?

Los diagramas de flujo son una manera de representar visualmente el flujo de datos a través de sistemas de tratamiento de información. Los diagramas de flujo describen que operaciones y en que secuencia se requieren para solucionar un problema dado.

Un diagrama de flujo u organigrama es una representación diagramática que ilustra la secuencia de las operaciones que se realizarán para conseguir la solución de un problema. Los diagramas de flujo se dibujan generalmente antes de comenzar a programar el código frente a la computadora. Los diagramas de flujo facilitan la comunicación entre los programadores y la gente del negocio. Estos diagramas de flujo desempeñan un papel vital en la programación de un problema y facilitan la comprensión de problemas complicados y sobre todo muy largos. Una vez que se dibuja el diagrama de flujo, llega a ser fácil escribir el programa en cualquier idioma de alto nivel. Vemos a menudo cómo los diagramas de flujo nos dan ventaja al momento de explicar el programa a otros. Por lo tanto, está correcto decir que un diagrama de flujo es una necesidad para la documentación mejor de un programa complejo.
Tartarology

**Juniper goes to Omega Hell.**

## Synopsis

Amaryllis reveals three years have passed above, and the escape plan: kill yourself repeatedly to get to Omega Hell, then head to the Fortress of the Gilded Behir which contains a way to get back to Aerb.

Juniper makes his way to Omega Hell, and finds shade from the Doom Sun. Lisi is injected near him. They catch up, and Lisi reveals that the Omega Hell escape plain was the third contingency, and that Rune magic was excluded. They work together to skin a devil for protection from the Doom Sun, and Lisi wears it to travel to a nearby castle.

Lisi doesn't return, so Juniper waits for twilight: a period of twenty minutes after the Doom Sun has set and the Chaos Moon hasn't yet risen. Juniper tracks down Lisi, who has been torn to pieces by a wyvern. Juniper moves her pieces back together, and she regenerates. They head to the roof and find a helicopter.

## Featured characters

* Amaryllis Penndraig
* Juniper Smith
* Fenn Greenglass
* Lisianthus Penndraig
The Ongoing Adventures of Valencia the Red

**Valencia has some family time.**

## Synopsis

Valencia lives in the Mid-Upper heavens, in a large estate containing a house on a hill and various areas of different terrain which vary with the seasons.

She lives with her husband, Jorge, and her three children: Juniper, Amy and Harry. She enjoys acting as a witch, and has a talking black cat.

Mary visits, flying in on a broomstick. She reveals she is pregnant with a daughter. They talk about their other friends and their children.

Juniper arrives, dropping down from the forest above. He has a long beard, and does some magic involving trees.

Juniper gives Amy a cape that brings leaves along with you when you run, and allows you to jump higher. Amy hurts herself falling from the air, and Juniper doesn't like that she turned pain on.

Juniper the Younger receives a silver sword which makes light, can teach one to fight, and cannot hurt anything except the "boojums", an imaginary monster the sword generates.

Valencia and Mary talk about how Juniper would do as a father.

## Featured characters

* Valencia the Red
* Juniper the Younger
* Harry (mentioned)
* Jorge Mascar (mentioned)
* Amy
* Amaryllis Penndraig
* Juniper Smith
* Lisianthus Penndraig (mentioned)
* Arthur Reimer (mentioned)
* Narrator (mentioned)
* Fenn Greenglass (mentioned)
* Juniper Smith
* White Toad
* Blinkers (Valencia's family's blink dog)

## Notes

* The red suit of armor is the Red Armor of Arramor, covered in thorns, which renders people without souls immune to all damage.
Desarrollo del pensamiento algoritmico

¿Has resuelto un mismo problema o desarrollado una actividad en repetidas ocasiones?, y cada vez, ¿tuviste que volver a pensar en todo lo que debías hacer, cuales pasos o procesos y en qué orden?, en la vida cotidiana, cualquier actividad la podemos describir como una serie de acciones o tareas. Igualmente, siempre estamos valorando si dicha actividad va a lograr lo que nosotros queremos, a partir de ir tomando decisiones durante el desarrollo de la misma, sin perder de vista que es lo que queremos lograr y que requerimos para lograrla, a este conjunto de actividades o procesos formados por una serie de instrucciones o tareas organizadas de manera lógica que nos permite alcanzar un resultado o resolver un problema se le conoce como Algoritmo.

Muchas veces aplicamos el algoritmo de manera inconsciente y automática, ya que son tantas veces que se ha resuelto, que difícilmente nos ponemos a enumerar los pasos para lograr el objetivo, y por lo tanto lo hacemos de forma mecánica.

Pero por otra parte, existe una gran cantidad de problemas que requieren de un análisis profundo y de un pensamiento flexible y estructurado para una solución, y para poder resolverlos se necesita desarrollar lo que conocemos como pensamiento algorítmico, es decir, desarrollar habilidades para resolver problemas informáticos usando la computadora a través de un pensamiento lógico, sistémico y razonado que permita proponer soluciones al elaborar algoritmos elementales, utilizando las diferentes metodologías y herramientas que existen.

Pero, ¿cuáles son esas herramientas que se pueden recomendar para desarrollar un pensamiento algorítmico?, dichas herramientas te darán la pauta para iniciarte en el mundo de la programación de computadoras. En la programación, se usan técnicas y herramientas metodológicas que permiten llevar a cabo la construcción de algoritmos eficientes y por lo tanto la resolución de un problema.

Podemos encontrar herramientas útiles desarrolladas por los resultados de la computación y la educación, las mismas herramientas que nos permiten desarrollar la maestría de la escuela algorítmica. están al alcance de todos, existen algunas otras que tienen objetivos similares, pero considero que estas son indispensables para alcanzar un grado de pensa
The Road

**The group enters Fel Seed's exclusion zone.**

## Synopsis

The group uses every trick, Fel Seed still has every advantage. They are forced to walk thirty-two miles of increasing disturbing content.

## Featured characters

* Juniper Smith
* Amaryllis Penndraig
* Grakhuil Leadbraids
* Valencia the Red
* Six-Eyed Doe
* Bethel
* Pallida Sade
* Raven Masters
Thaum-seeker

Thaum-seekers (also known as thaum-suckers) are creatures that feed on magic, dangerous enough to warrant the Datura Desert's classification as major exclusion zone.

They have a red canine-like form, sizable and sharp claws, teeth and tusks that extended well beyond its lips, and wide nostrils that dominated its face. The thaum-seekers are extremely fast if given enough time to accelerate, their musculature allows them to chase down most forms of transportation short of teleportation, but their acceleration is slow and their ability to defy momentum and change vectors while running is limited. They are also capable of jumping high into the air during the pursuit of aircraft and climbing to some extent. Their level of intelligence is unknown, but according to Fenn they have some measure of cunning.

The thaum-seekers roam the desert hunting for magic. They can sense and hunt down both passive and active magic at incredible range, speeding up to get to active magic and tracking down from miles away passive magic. Their ability to detect latent magic is more constrained and only works at close distance, but if they came close to it they would attack. Because different body parts (skin, bones, blood) posses latent magic most living creatures are considered prey.

The magic of Alvion's Word impedes the thaum-seekers from getting closer than a mile out past the city walls of of Barren Jewel.
Meditate

"Imagine the flux and flow of the aether. Become a force which flows like that, and you will attract more aether than you can wield"

## Tier 1 Channel

### Tier 1 Description

Generate 5 mana every second for 20 seconds.

### T1 Time

6

Meditate is one of the various Spells in Grimoire Arena.

## Uses

* Essentially free Mana at the cost of time, or the risk of being subject to Interrupt Effect
The Long Haul

**Juniper installs a crystal.**

## Synopsis

The party continue moving upwards while talking to Uther, who is determined to leave Aerb for the Earth above.

They reach another landing, a small city with teeth-like buildings extending from the ceiling and floor, populated by crystalids with brownish grey skin, weak bodies, and crystals emerging from their heads.

Finding out that warding will be lost somewhere between the second and third Landings, Grak chooses to stay at the second Landing instead of continuing up.

Uther kills some crystalids for their tracking crystals, which can path to to any known person, to reach Earth more efficiently. The party have them implanted. They find out that tracking doesn't work on Amaryllis (due to her thirty clones) and Juniper, for unknown reasons.

## Featured characters

* Juniper Smith
* Uther Penndraig
* Dungeon Master (mentioned)
* Raven Masters
* Amaryllis Penndraig
* Fenn Greenglass
* Zona Delzora (mentioned)
* Uther's sons (mentioned)
* Dahlia (mentioned, as Uther's daughter)
* Bethel
* Grakhuil Leadbraids

* Arthur Reimer
* Craig
* Arthur Blum

## Notes

### Trivia

* 'Delvers', or LST (Long Stairs Travelers) are those who routinely make trips through the Long Stairs.
* Zona's entad legs (and replacement digestive system) stopped working at the third Landing, foreshadowing things to come.
* Uther became an omniglot by having a crystal implanted at the second Landing.
Worth the Candle: A Brief Description of Aerb

**Worth the Candle: A Brief Description of Aerb** is exactly what it says on the tin: a brief description of Aerb, the setting of Worth the Candle. (Although not quite as brief as the one-page primer at the beginning of Worth the Candle: The Exclusionary Principle, 9th Edition.) Sometimes known as the **worldbuilding doc** among fans.

Published by Alexander Wales on Archive Of Our Own.

The nine chapters cover:

1. History - general Timeline stuff and overview of the major eras.
2. Athenaeums
3. The Empire of Common Cause
4. Cosmology - physical structure of Aerb, the planes.
5. Magics
6. Entads - their mechanics, as well as a list of some notable Entads.
7. The Exclusionary Principle
8. Mortal Species
9. A Few Major Cities
Worth the Candle: The Exclusionary Principle, 9th Edition

**Worth the Candle: The Exclusionary Principle, 9th Edition**, also known informally as the **Exclusion doc**, is a currently-ongoing project with daily updates being published by Alexander Wales on Archive Of Our Own. It originated as a Patreon goal, but is available for free to everyone.

It takes the form of a copy of the in-universe 9th edition of the book *The Exclusionary Principle* pulled from the Infinite Library, with annotations from various characters (including notes from the DM on adapting them to your own games). Each short chapter covers a single Exclusion Zone. The text is designed to be usable without having read Worth the Candle, with an introduction that summarizes the basics of the setting and those chapters that contain story spoilers being marked.
Worth the Candle Wiki

*A teenager struggling after the death of his best friend finds himself in a fantasy world - one which seems to be an amalgamation of every Dungeons and Dragons campaign they ever played together. Now he's stuck trying to find the answers to why he's there and what this world is trying to say. The most terrifying answer might be that this world is an expression of the person he was back on Earth.*

## Welcome to Aerb

We’re a collaborative community wiki for ***Worth the Candle***, a web serial by Alexander Wales. You can read the story at Archive of Our Own. Discussions take place over at the r/rational subreddit and the Alexander Wales Discord

***Quest Accepted: Wiki Walk - There's work to be done. Click the edit button at the top of any page to get started.***

If you see this, your JavaScript might be disabled or DiscordIntegrator plugin isn't working. If the latter, please contact a wiki administrator.

## Featured fanart

* Amaryllis Penndraig, by Nocturne
* Fenn Greenglass, by Nocturne
* Grakhuil Leadbraids, by Nocturne
* Juniper Smith, by Nocturne
* Oorang Solace and the Six-Eyed Doe, by Nocturne
* Valencia the Red, by Nocturne
* Bethel, by Nocturne
* Raven Masters, by Nocturne
* Amaryllis Penndraig in the time chamber, by Nocturne
* The Council of Arches, by F.I.P. Industries
* Grakhuil Leadbraids, by spiral
* Amaryllis Penndraig, by jaen-ni-rin
* Fenn Greenglass, by jaen-ni-rin
* Amaryllis Penndraig, by Nights
* Amaryllis Penndraig, by Nights
* Amaryllis Penndraig, by Nights
* Fenn Greenglass, by Nights
* Alexander Wales' mockup of the Six-Eyed Doe
* *Worth the Candle* cover, by Makin
1/19
Steel Magic

Steel magic is an utility magic that lets the mage rapidly create buildings of an arbitrary size from a steel fascimile they've made. As the process of steelmaking is difficult to discover from scratch, steel magic was likewise discovered late into Aerb's history, but currently most large buildings are made this way.

It's taught at the Athenaeum of Steel and Sweat.

## Abilities

A steel mage must first make a steel model of a building they intend to create, with the precise composition of the steel alloy informing the quality of a building. All the handling of the model must be handled by the mage personally, from the point the steel is molten, and is thus time- and labor-expensive. When finished, the mage can scale it up to any size, and once the enlargement is finished, the steel is transformed into magestone, a magically inert material.

All imperfections in the original model are also scaled up, including ones that result from joining multiple pieces of steel, and might result in fundamental flaws in structural integrity, so the more precise the work, the larger the model required.

The process of enlargement exerts almost no force, so there's almost no combat utility, but plenty of strategical advantage in rapid construction of walls and other fortifications.

## Notable practitioners

* Uther Penndraig
* Bessemer, who discovered a novel process that cut the price of steel production to an eighth of what it had once been
Marge J. Simpson

**Marjorie Jacqueline "Marge" Simpson** is a fictional character in the American animated sitcom *The Simpsons* and part of the eponymous family. She is voiced by Julie Kavner and first appeared on television in *The Tracey Ullman Show* short "Good Night" on April 19, 1987. Marge was created and designed by cartoonist Matt Groening while he was waiting in the lobby of James L. Brooks' office. Groening had been called to pitch a series of shorts based on *Life in Hell* but instead decided to create a new set of characters. He named the character after his mother Margaret Groening. After appearing on *The Tracey Ullman Show* for three seasons, the Simpson family received their own series on Fox, which debuted December 17, 1989.
White Toad

**The White Toad** (cried **Toadson** or **Frogson** forby) is an unyirdly craitur shapit lik a wide white puddock wi a gairn on his back.

The White Toad haes strang magical pouers. He is for ordinar muckle, though kent to turn gey smaw so that a body can carry him aroond. When he is smaw, his back is covert bi peedie plants siclike as flouers and fogs.
Mona Simpson

**Mona Penelope Simpson** (née **Olsen**) is a recurring fictional character in the animated television series *The Simpsons*. She has been voiced by several actresses, including Maggie Roswell, Tress MacNeille, Pamela Hayden, and most prominently, Glenn Close. Glenn Close's performances as Mona have been well received by critics and she was named one of the top 25 guest stars on the show by IGN.
Homer J. Simpson

**Homer Jay Simpson** is a fictional character and the main major protagonist of the American animated television sitcom *The Simpsons*. He is voiced by Dan Castellaneta and first appeared on television, along with the rest of his family, in *The Tracey Ullman Show* short "Good Night" on April 19, 1987. Homer was created and designed by cartoonist Matt Groening while he was waiting in the lobby of James L. Brooks' office.

## Personality

Homer Jay Simpson is the bumbling husband of Marge and father of Bart, Lisa and Maggie Simpson.[1] He is the son of Mona and Abraham "Grampa" Simpson. Homer held over 188 different jobs in the first 400 episodes of *The Simpsons*. In most episodes, he works as the Nuclear safety Inspector at the Springfield Nuclear Power Plant, a position he has held since "Homer's Odyssey", the third episode of the series. At the plant, Homer is often ignored and completely forgotten by his boss Mr. Burns, and constantly falls asleep and neglects his duties. Matt Groening has stated that he decided to have Homer work at the power plant because of the potential for Homer to wreak havoc. Each of his other jobs has lasted only one episode. In the first half of the series, the writers developed an explanation about how he got fired from the plant and was then rehired in every episode. In later episodes, he often began a new job on impulse, without any mention of his regular employment.
The Collection

**The Collection** is a collection of source books for various tabletop RPG systems.

## History

When Arthur Blum's older brother went off to college, around two dozen source books (around half of which were for *Dungeons & Dragons*) were left behind in the downstairs den of Arthur's house. Juniper Smith's D&D group added to the Collection over time, keeping their names in the books, until it eventually filled two sagging bookshelves. After Arthur's death, the Collection moved to Juniper's house. Reaver

## References

1. ↑ The Collection actually predated the group; when Arthur’s brother had gone off to college, he’d left Arthur with two dozen source books for various tabletop RPG systems, though about half of them were for D&D.
—*Worth the Candle* Chapter 4: "Reaver"
XC-class soulcycle

The **XC-class soulcycle** is, as the name suggests, a soul-powered motorcycle. It looks like a regular motorcycle, but with metal wheels instead of rubber and a glass barrel instead of a gas tank. When a soulcycle starts up, it gives off a sound like a crack of thunder. It floats above the ground, its wheels supported by a shimmering blue aura and short arcs of lightning. Powered with seven souls, it has a top speed of around fifteen miles per hour.

## History

Amaryllis Penndraig found an XC-class soulcycle in the Risen Lands. She planned to use it to escape Comfort, and sent Juniper Smith out to collect souls to power it. Solely Responsible He returned with the souls and together they rode from Comfort to Silmar City. Cold Comfort

## References

1. ↑ “I’ve never heard of such a thing,” she said. She looked toward the motorcycle - the soulcycle, I guess she’d called it. “Whatever is wrong with you … it has to wait. We’re safe here, I think, so long as the Coterie doesn’t attack en masse, but that’s only a matter of time. We need damned souls to fuel the soulcycle.”
—*Worth the Candle* Chapter 3: "Solely Responsible"
2. ↑ The thing she was pointing at sat off to the side of the auto shop floor. It looked more or less like a motorcycle, but it had metal wheels instead of rubber and where a gas tank would normally go there was a thick glass barrel which stood completely empty.
—*Worth the Candle* Chapter 3: "Solely Responsible"
3. ↑ Instead, it gave off a sound like a crack of thunder and short, finger-long arcs of lightning arced out from the wheels as the whole thing rose up from the ground. It sat there with a shimmering translucent blue aura around the wheels, a few inches off the floor.
—*Worth the Candle* Chapter 6: "Cold Comfort"
4. ↑ “We ride,” she said simply. “Seven souls will get us up to maybe fifteen miles per hour. That will have us in Silmar City within two days, even if we stop and hole up during the night tonight. With two of us, we could trade driving duties, but it’s difficult to sleep on a soulcycle.”
—*Worth the Candle* Chapter 6: "Cold Comfort"
5. ↑ As she’d guessed, the soulcycle topped out at fifteen miles per hour, which was fast enough to beat a person sprinting after us and certainly meant we could out-pace the Voltrons. It was still slower than I could pedal a bike though, and in comparison to a car it was practically sedate.
—*Worth the Candle* Chapter 6: "Cold Comfort"
There's No Knowing Where We're Going

**The Council of Arches (less Bethel) go on a road trip to Wall Drug.**

## Synopsis

Fenn, Amaryllis, Juniper, Valencia, Grak, Raven and the locus go on an Earth-authentic road trip from Juniper's hometown to Wall Drug, in one of their six-monthly reunions (it's Fenn's idea).

They catch up on what everybody's been doing in heaven. In particular, Juniper catches up with and slightly disapproves of Raven's actions: she has a modified Uther 'spian she's dating, and has asked to get in touch with Aerb's Arthur.

Amaryllis tells Juniper he shouldn't judge Raven badly, and he agrees and talks it out with Raven.

## Featured characters

* Fenn Greenglass
* Amaryllis Penndraig
* Juniper Smith
* Valencia the Red
* Grakhuil Leadbraids
* Raven Masters
* Six-Eyed Doe
* Arthur Blum (mentioned)
* Arthur Blum (Aerb) (mentioned)
* Jorge Mascar (mentioned)
* Valencia's children, Amy & Juniper (mentioned)
* Aubery, a diner waitress 'spian
Wizard (TUTBAD)

> *This article is about the school of magic in This Used To Be About Dungeons. For mages in Worth the Candle, see Magic.*
>
>

**Wizards** are magic-users who train in the creation of mana constructs.

## Mechanics

Wizards get their power - known as mana - from large stones which are dug up from the ground (and may be given to or purchased by a wizard.) They then divide their personal mana between both permanent spell constructs, and their personal pool of energy to power them. Although there is an element of personal skill involved in this mana pool, it is largely independent of Elevation.

Wizards have the ability to see magic, somewhat like a Sorcerer, and like a sorcerer this ability improves over time - although inconsistently.

## History

### Ancient History

Wizards and Sorcerers were once considered enemies.[*citation needed*]

## References

1. ↑ “Most things will die to a single beam of concentrated power, or a blast, or whatever else I have configured. And it’s less dangerous for wizards, because the elevation metric doesn’t take into account our mana load.”

“I don’t even know what that is,” said Mizuki.

“It’s, ah, sort of the basic unit of wizardry?” he asked. “Our overall ability to have a large pool and good constructions? Though there are elements of personal skill that limit it too.”

Mizuki shook her head.

“Mana is like … a currency,” said Kell. “There are large stones that are pulled up from the ground and given out to wizards, or in some cases purchased, which is where we get our power from. We can spend that currency on either constructions, which do things on their own, or on power for the pool of available mana, which is the, or a, reservoir. So the currency ends up having ah, two sections, I guess.”

“But it doesn’t matter how much you bring into a dungeon?” asked Mizuki. “It doesn’t affect elevation?”

“You’d have to ask Alfric,” said Kell. “He’s the dungeon guy, right? Even Vertex seems to think so.” - Chapter 91: Liferaft
2. ↑ “If it’s got magic, I can’t see it yet,” Mizuki volunteered. “I actually think my magic sight is getting a bit better, which is weird.”

A sorcerer or wizard’s acuity tended to increase with elevation, though it was, unhelpfully, not a constant. - Chapter 44: Care Package
This World I Made

"This World I Made" is the title in korean translation of Worth the Candle

link to translation: https://series.naver.com/novel/detail.nhn?productNo=4848770

thread where author confirms it is authorized: https://old.reddit.com/r/rational/comments/kbijp0/have\_you\_guys\_seen\_the\_cover\_art\_for\_the\_official/gfke6t9/
Ricky

**Ricky** was part of ten-year-old Juniper Smith's *Dungeons & Dragons* group.

## Biography

Two weeks after Nate stopped coming to Juniper's *Dungeons & Dragons* sessions, Ricky asked a necromancer NPC to join him, Arthur and Greg. The Familiar and the Foreign

## References

1. ↑ “Wait,” said Ricky. “Anything?”
—*Worth the Candle* Chapter 83: "The Familiar and the Foreign"
2. ↑ Group, in rough order of appearance: Arthur, Ricky, Greg, Trev, Reimer, Craig, Maddie, Aaron, Tom, Tiff, Rache, Colin, Ana
—*Worth the Candle* Chapter 105: "Notes"
The Fel Seed Incident

**Juniper runs the final session of A Manxome Foe.**

## Synopsis

Juniper runs a session of A Manxome Foe, with the players set up to go against Fel Seed, the final boss. There are initially five players: Reimer, Tom, Craig, Colin and his girlfriend Ana. Ana leaves partway through, uncomfortable with Juniper's depictions of Fel Seed's depravity. Juniper makes things increasingly uncomfortable for everyone else, feeling like they're ganging up on him, and Colin also leaves. The party reach Fel Seed, the Vorpal Sword fails, and Juniper kills the party.

Juniper talks with his current team about the session, and how Fel Seed had no obvious weaknesses. They decide to try diplomacy, to get past Fel Seed to the Long Stairs.

## Featured characters

* Juniper Smith, DMing
* Arthur Reimer, playing Trentwhistle / Killiam
* Thomas Clint, playing Featherton
* Colin, playing Gorn
* Ana, playing Ellnor
* Craig, playing Rost

* Amaryllis Penndraig
* Grakhuil Leadbraids
* Raven Masters
* Bethel
* Pallida Sade
* Oorang Solace
The Palace

**The group enters Fel Seed's palace.**

## Synopsis

The group uses every trick, Fel Seed still has every advantage. They are forced to flee.

Fel Seed cheats his way to victory. Juniper Smith reaches Game Over.

## Featured characters

* Juniper Smith
* Amaryllis Penndraig
* Grakhuil Leadbraids
* Valencia the Red
* Six-Eyed Doe
* Bethel
* Pallida Sade
* Raven Masters
* Fel Seed
¿Cómo crear un diagramas de flujo?

1. Una vez que estés en el editor de Lucidchart, podrás elegir empezar con una plantilla de diagrama de flujo existente de nuestra biblioteca de plantillas, la cual podrás proceder entonces a modificar, o bien, podrás empezar con un lienzo en blanco y realizar un diagrama de flujo desde cero.

2. Haz clic en cualquier figura, arrástrala sobre el editor y suéltala para colocarla. Puedes introducirle cualquier información que desees, incluidas imágenes, animaciones y enlaces.

3. Para conectar figuras, haga clic en el punto blanco con el borde rojo en cualquier figura y arrástalo para dibujar una línea que señale o conecte con la ubicación o figura que desees.
The Vervainium

***I could see the air quotes out of the corner of my eye.***

*The following is an extract from* Worth the Candle: A Brief Description of Aerb*.*

Named after the famed mentor of Uther Penndraig, the Vervainium was founded by Uther as a place of study for flower mages in 18 FE. Prior to that time, flower magic was learned on an individual basis, often accidentally, largely due to the difficulty in teaching others and the problems inherent in transferring the skill. It wasn’t until the Vervainium was built (with Vervain as the sporadic headmaster until his untimely demise) that the unruly magic finally began to be systematized.

Pustule magic was a later addition, and somewhat unwelcome by the existing professors. It was, however, a natural fit, given the close similarities between the two magics in terms of how they’re practiced, and in spite of their different presentations and effects. While numerous attempts have been made to rename and rebrand pustule magic, those efforts have seen no success among the general populous, and the negative connotations of the admittedly valuable magic have led to a rather strict segregation between the two schools, to the extent that the Vervainium is sometimes called a twinned athenaeum. Despite this, the two schools share many core courses in common, and there’s a great deal of overlap between their teachings, enough to keep them as a coherent whole.

The tertiary concern of the athenaeum is magical flora and fauna, an outgrowth of their interest in (and skill with) plants. The conservatory covers a large part of the campus, with habitats and kennels close by. Where Speculation and Scrutiny engages in the study of ‘magical beasts’, their focus is largely academic and their research done through eyewitness accounts and dead specimens. In contrast, the Vervainium focuses on the care of living creatures, often with an eye toward domestication, rehabilitation, release, and commodification. Though they’re separated by quite some distance, the Vervainium shares a close relationship with Might and Motion, and a satellite campus of Might and Motion sits on the campus of the Vervainium for visiting scholars and students.

In physical form, the athenaeum is considered one of the most beautiful on Aerb, due largely to the profusion of flowers, the sculpted trees, and an overall design that put an emphasis on aesthetically pleasing flow. Following Vervain’s death, a large monument was constructed to honor him.

*Extracted text ends here.*
Técnicas de los algoritmos

• Algoritmos greedy: Informalmente, podemos decir que este tipo de algoritmos selecciona los
elementos del conjunto de candidatos en un determinado orden hasta encontrar una solución; es
decir, calcula la solución al problema tomando en cada paso la opción más prometedora. En la
mayoría de los casos la solución no es óptima.
• Algoritmos paralelos
• Algoritmos probabilísticos
• Algoritmos determinísticos
• Algoritmos no determinísticos
• Divide y vencerás (divide & conquer, en inglés): este tipo de algoritmos dividen el problema en
subconjuntos disjuntos obteniendo una solución de cada uno de ellos para después unirlas, logrando
así la solución al problema completo.
• Heurísticas: algoritmos que encuentran soluciones a problemas basándose en un conocimiento
anterior (a veces llamado experiencia) de los mismos.
• Programación dinámica: intenta resolver problemas disminuyendo su coste espacial aumentando
el coste computacional.
• Ramificación y acotación: también conocidos como ramificación y poda, branch and bound. Este
método se basa en la construcción de las soluciones al problema mediante un árbol implícito
que se recorre de forma controlada encontrando las mejores soluciones.
• Vuelta Atrás: al igual que el método ramificación y acotación, vuelta atrás (backtracking, en inglés)
se construye el espacio de soluciones del problema en un árbol que se examina completamente,
almacenando las soluciones menos costosas.
Temas relacionados
• Cota superior asintótica
• Cota inferior asintótica
• Cota ajustada asintótica
• Complejidad computacional
Disciplinas relacionadas
• Ciencias de la Computación
• Complejidad computacional
• Informática
• Inteligencia artificial
• Investigación operativa
• Matemáticas
• Programación
Ill Boy Ill Girl

**Ill Boy Ill Girl** (症年症女(しょうねんしょうじょ), *Shōnen Shōjo*) is a manga series written by Nisio Isin and illustrated by Akira Akatsuki, who also handled the illustrations for Medaka Box.

## Background

Shounen Shoujo began serialization in January 4, 2016, and was published in Jump Square until April 4, 2017, with a total of 16 chapters, compiled by Shueisha into 3 volumes.

## Premise

Enrolled in a certain elementary school is an unpleasant 11-year-old boy with a highly cynical outlook on society. Believing that the world lacks individuality, he wants nothing more than to be unique and remembered. The boy seemingly gets the chance to leave his name in history when he becomes the first to be diagnosed with a new incurable disease that is estimated to kill him by the age of 12.

Just as he is rejoicing about his newfound individuality, he meets a cheerful, prodigious girl who has the same disease—and is nearing her 12th birthday. As the boy realizes that he won't be the first to die from the disease and therefore won't be remembered, he forms a twisted plan: kill the girl before her illness does.

## Title

The title Shounen Shoujo is a pun on the way to say "boy and girl" in japanese (少年少女, *Shōnen Shōjo*), but replacing the first kanji (少) with 症, meaning "illness", while keeping the same pronounciation.
Pensamiento algoritmico

# El pensamiento algorítmico

* Por el  Sr. Richie Lennon  en  Algoritmos ,  Ciencia ,  Informática ,  Reflexiones ,  Sociedad

Siempre quise hacer un documento, un memorándum o un artículo como este, sobre una cosa para mi, están afectando a la formación de profesionales, principalmente las carreras de ciencias, en especial, las relacionadas con la computación, aunque no escapan los que Estudiar para hacerse profesionales en las carreras de matemáticas, física, telecomunicaciones, automáticas, y muchas otras más, incluido el ser humano común, lejos de todas estas definiciones, no puede escapar a lo antes descrito.

Si al final nos dice un poco, creo que el pensamiento es algo que se relaciona con la vida en general, y las personas en su mayor o menor grado de dependencia de factores, físicos y psico-sociales.

**Un algoritmo no es más que una secuencia finita, ordenada y lógica pasos a seguir para realizar una tarea determinada** , y  **el pensamiento algorítmico no es más que las aptitudes que se tienen en**  cuenta.