1 (edited by atgnat 2017-10-11 18:20:02)

Hi guys, just a quick question. Has anyone heard of King of Dragon Pass or experimented with it to see if it's playable with a screen reader? I'm trying to find out whether it'd be suitable to recommend as a purchase to someone with low vision.

The gameplay is mostly reading text and making decisions, but I'm not sure if a reader would even recognize it or how navigable some of the other UI elements might be.

e: have a feeling sending out exploration parties will be the dealbreaker, even if everything else works fine hmm

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2 (edited by Guitarman 2017-10-12 00:44:52)

Hi Atgnat.
Oh yes, king of dragon pass is very accessible with VoiceOver on the iPhone. In fact it is so accessible that there is a database entry for it on this website right here . To turn VoiceOver on go to settings, then general, than accessibility, and tap VoiceOver to turn it on. They really made an effort to make this accessible to the blind community, it's probably one of the few rpgs accessible for iOs besides solara .
Hth.

Guitarman.
Playing music and coding, are kinds of real world magic.

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3

Agreed on that King of dragon pass is an exceptional game with extremely good accessibility, though I will warn that if your new to  navigating the interface can be rather interesting.

You can find out more here on the King of dragon pass database page which also includes a link to a getting started podcast by, ---- well me, which was intended to cover some of the things you need to get used to in Kodp both in terms of gameplay and in terms of the interface.

for first time Vo users though, there  textual games that are easier to navigate. The choiceofgames and hosted games titles for example, also A dark room  it's sequel The ensign, not to mention the similar game nano empire, indeed I'd strongly recommend adr and it's sequel just on rpg grounds.
There is also the extremely good time crest as well as several other real time story based games that might be fun to try out, though timecrest is probably the most rpg like.

Lastly, There are also the adventure to fate games, which have extremely good vo support, but again navigation can be somewhat interesting, and I'm not sure how vo support is going currently with some of the updates to the interface.

Hth.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

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4 (edited by Nightmare 2017-10-20 06:51:44)

Anyone is still actively playing this game? I would like to learn from you guys, base on my saga below what can be further improve. Note that it is very long, and I hope people don't mine me posting it. I have gotten to the part of the 10-year ring base on a few times, but ends up the same way.

Because the forum limits post, I will post only the few seasons before the final.
1365
Our cows were expected to give abundant milk.

Darrold, one of our senior weaponthanes, collapsed in the clan market when confronted with the skull of a horse. A shaman had once told him that he would die the day he was shown the skull of a horse. We sent for shamans to cure Darrold. Shamans came, but when they saw Darrold, they said they could not help him. “His time is done; it was ordained that he should fall. You should have taken the horse skull that slew him, so that his spirit could have seen you achieve dominion over the Horse-Spawn. Now all is lost.” They left our tula, and Darrold died without waking up again. The people were sorrowful and frightened.

An expedition to the north recovered some goods of value.

Swen attempted the heroquest of Orlanth and Aroka. Swen became as one with Orlanth. Ernalda told him that his nephew, Daga, was causing a drought and harming the people. Orlanth said that he would drive off or kill Daga. Swen fought against Daga. Swen took enough blows from Daga to complete the requirements of the myth, then fled. Swen gathered weapons, then other enemies attacked him. Gagarth buffeted Swen with the awesome Wind From Above. He returned a punch that stunned Gagarth, and Swen took the Wind From Above. Swen slew trolls with his klanth, and took their weapon, the Darkwind. Swen seduced the Dark Woman by showing her the soles of his feet. Swen found another heroquester, who proposed to take the role of Orlanth’s brother Urox, saying it was his right. He told the Storm Bull to follow him. When Swen arrived to fight Aroka, he saw many Chaos creatures swarming towards him. The Storm Bull told him to go fight Aroka, leaving the Chaos creatures to him. And that is what Swen did. At last Swen found the lair of Aroka, and fought the dragon. Aroka tried to destroy Orlanth. He fell back into the world, severely injured. Swen lingered for several days, and then expired.

Enderos spoke for the warriors when he said that they were stretched too thin, and that more fighters were needed. We sought new warriors wherever we could find them. We even approached bandits and outlaws. Not even they would join a fighting force so vulnerable as ours.

Bandits blocked our emissary to the Heran clan. Orstanor and his forces killed and scattered them.

We sent Orstanor with gifts to the Herani.

While exploring the wildlands of our own tula, our explorers found 5 cows worth of fragments of a silver chain.

Jarstakos came to ask us for a gift of luck and divine favor, reminding us that we owed his clan, the Gorinds, a favor. We gave the customary amount. Jarstakos said it was good that we honored our obligations.

The Narri raided us. We drove the Narri from the battlefield, striking them down as they fled.

We raided the Narri and eluded their patrols. We were driven from the battlefield, unable to take any captives.

The Blackrocks raided us for 16 cows while we were raiding.

1366
Humakt warned us to raid before we were attacked ourselves.

Orstanor was confronted by a Grey Fox patrol, who claimed our explorers were trespassing on their tula. They would not accept gifts. Orstanor had to promise not to explore their tula for 2 years, and was allowed to leave in peace.

Rana began the Chalana Arroy Heals the Scars heroquest. But she was unable to enter the realm of the gods.

Vordessa began the Uralda’s Blessing heroquest. Vordessa went back to an ancient time, a time before Umath, before Yelm, and long before Orlanth, a time where everything was good for her four-legged people. But things were bad for the two-legged people, who were hungry, and asked Vordessa’s bulls for help. She found a high place in order to watch the two-legs as they left. The bulls chased the two-legs away, and the two-legs yelled and shrieked most piteously. The biting things came, and Vordessa could not protect her children from them. So she embarked on a journey to the home of the two-legs. First, she was attacked by large biting things. Vordessa withstood the first attack of the biting things, but was wounded. Second, she was attacked by biting things with flat teeth that crush muscles. Vordessa withstood the second attack of the biting things, but suffered further injuries. Third, she was attacked by biting things that lie in the water. Vordessa withstood the third attack of the biting things, but again her flesh was torn. Although it took every last bit of her strength, Vordessa made it to the tula of the two-legged people. Vordessa was glad she had watched for their trail when they were chased away by the bulls. Vordessa attempted to enter the two-leg camp, but the two-legged bulls tried to capture her and pen her up. She made the secret sign to Ernalda. She did not speak to Vordessa, as Vordessa had hoped. She begged them for mercy. At first, they laughed at this request. But they relented, and let Uralda talk with Ernalda. “Life is almost good,” Ernalda said. “But my children have found this new thing called hunger, and I do not know what to do…” Vordessa said she had a plan. Vordessa headed back to her people, this time with some of Ernalda’s two-legged bulls to protect her. She told her bulls to tell the herd to get ready for a journey to the land of the two-legs. The bulls did not want to understand why. They also did not want to be without cows, so they followed her, all the way to the two-leg encampment, where they lived for some time. The bulls saw the two-legs cutting up and eating other cows, and were afraid. Vordessa said to them, “A little lost blood is nothing, when there is life to be given.” The bulls accepted what Vordessa said, and troubled her no more. Later, the cows complained that the two-legs were taking their milk, and Uralda explained that by treating the two-leg children as their own, there would always be two-legs. And, wherever there were two-legs, there would be fat and happy cows. This comforted them. Vordessa returned to the land of mortals, her quest successful despite her wounds. The god-talkers said we would have good luck with our herds for a long time to come.

We raided the Narri and eluded their patrols. We took 23 captives from the Narri.

We were able to ransom the prisoners.

Acting as our emissary, Orstanor sought an alliance with the Lysangs. Orstanor said to them, “We are both blessed by the gods, and our alliance would please them further.” Their chief, Fantarl, declined our offer. “You annoy me with your blather about the gods,” Fantarl said. “We could never ally with you, for your heads are in the clouds, and we live in the realm of mortals.”

Yanioth, the ranking Uralda priestess of the Rangdani clan, wanted to marry our melancholy young weaponthane Intagarn, but he was reluctant. We conducted a divination. The spirits of our ancestors said that we had unnecessarily disturbed them from their revels in the Halls of the Dead. Any fool could see that the clan ring had the right to make matches for its young people. Valensta spoke to Intagarn, disputing his objections to the match. Intagarn would not be persuaded. “My love for Randella is too powerful a thing to be swept away by mere words,” he said. Lismelder went to Randella, to convince her to renounce any love for Intagarn. She said that her affections lay elsewhere, and that she would inform him of this. She did so, and Intagarn disappeared soon thereafter. The people feared that he had done some great harm to himself.

The Trolls raided us. We were driven from the battlefield and looted.

We stole 28 cows from the Blackrocks.

The pig-herder Penterest left his grave every night to demand food from his family. We held a ceremony at Penterest’s grave, imploring his revenant to join our honored ancestors in the afterlife and trouble his family no more. The grave grumbled, then fell silent. That night, Penterest remained in the earth, and his family ate dinner in peace for the first time in weeks.

An expedition went to Tarsh and learned of recent happenings in that land. After defeating a fearsome nomad army from the far northern land of Pent, their old king, Varstapoor, ascended to the immortal guardianship of the Great Earthshaker Temple in Wintertop. His son, Ovartien Twinson, was chosen to succeed him. Ovartien was a popular king; he mounted frequent raids against the part of the Lunar Empire called Sylila, thus enriching his people. He allied with our hated foes, the Horse-Spawn, who they called Grazers. The Horse-Spawn helped them on their raids against the Lunars. While in Tarsh, Terasarin impressed the locals, and spread the fame of our clan among the Tarshite people. He was given several valuable gifts.

Our cattle raid against the Narri was spotted. We twirled the Bull-roarer, and the enemy mounts became uncontrollable. We burned 3 steads before the Narri mustered enough warriors to force battle. After we drove the Narri off the battlefield, we burned 8 more steads. In the heat of the battle, the Bull-roarer’s string broke, and we never did find the blade.

1367
The god-talkers said we needed to learn one of Urox’s blessings.

Traders told us that the Trolls raided the Blue Spruce clan, doing great harm to them. We helped them with gifts. Their gratitude was unrestrained.

We sent Lismelder with gifts to the Blue Spruces.

We were raided by the Tusk Riders. We drove the Tusk Riders from the battlefield, striking them down as they fled.

A pernicious blight threatened our barley crop. Blessed Ernalda responded to our sacrifice, saving the crop.

Bandits blocked our emissary to the Lysang clan. Lismelder tried to bargain with them, but got nowhere. Lismelder and her forces killed and scattered them.

Acting as our emissary, Lismelder sought an alliance with the Lysangs. Lismelder said to them, “Together, we can overcome our foes. We will be celebrated by great poets.” Their chief, Fantarl, declined our offer. “Your talk of overcoming foes makes us uneasy, for we believe in peace. And the maunderings of poets mean little to us,” Fantarl said. “We would never make an alliance with such a reckless clan.”

Randan Korlmarson walked past a great rock in the back pastures of our tula. One day it spoke to him. It claimed to be named Tarard Riel, and to be the guardian spirit of the local hills. We made offerings to show our friendship to the spirit. Tarard Riel became our friend. It said it would entertain sacrifices in the future.

We were raided by the Horse-Spawn. We drove the Horse-Spawn from the battlefield, striking them down as they fled.

Acting as our emissary, Lismelder sought an alliance with the Lysangs. Lismelder said to them, “You will profit greatly from an alliance.” Their chief, Fantarl, declined our offer. “What an absurd proposition,” Fantarl laughed. “Compared to us, your herds are small! We seek a rich partner, not a poor cousin.”

Foul weather turned back our trading caravan bound for the Turtle clan.

A large wild boar disturbed the pig-tenders, whose sows were sorely troubled by them. Our hunters tracked the boar for two days, but it seemed to realize it was being stalked, and would not allow them to close, even when they worked Odayla’s magics.

We were unable to conduct a raid against the Narri due to a winter storm.

We raided the Narri. We drove the Narri from the battlefield, and were able to plunder their tula.

Randella the Holy of the Narri came to plead for peace and to offer us 27 cows as one-time tribute. We accepted their tribute. We swore to Humakt and then to Ernalda to refrain from raiding the Narri for at least ten seasons. Of course these oaths were binding on them as well.

1368
Trading wasn’t expected to be as profitable this year.

Bandits blocked our caravan to the Turtle clan. Lismelder and her forces killed and scattered them.

We sent Lismelder to the Turtle tula to try to buy a treasure from them. She was unable to buy the Hate Torch.

While exploring the wildlands of our own tula, our explorers found 9 cows worth of gems.

Priests of the Heran clan accused tricksters of the Gorind of using trickster magic to direct a plague towards them. Queen Valensta was called upon to adjudicate the case. We closely questioned the priests and tricksters. Rana said that the priests were correct, and that the tricksters were clearly the cause of their misfortune. We conducted a divination. The spirits of our ancestors said that the Gorind tricksters were blameless. Valensta ruled in favor of the Gorind tricksters. The tricksters thanked us for our mercy, and gifted us with a broken flagon, which they said would bring us good luck.

The Badgers raided us. Vordessa, our war leader, took a serious wound and fell near Rana. She threatened the Badgers with infertility, and they let her heal Vordessa. We drove the Badgers from the battlefield, striking them down as they fled.

A group of ragged, ill-favored travelers asked for hospitality. They ate and drank, and praised our food. After the meal, they warned us that the Narri were castigating our good name and that the Vanstali clan was planning to raid us soon.

Our explorers met foreign warriors who rode on monsters shaped like horses.

We sent Enfrew with gifts to the Blackrocks.

A group of weaponthanes, led by Angorri, raided the Vanstali without first seeking permission from the ring. We made a public example of them, reminding everyone to obey chosen leaders, and then gave them the worst duties.

The harvest was plentiful. The other clans in the tribe enjoyed harvests as good as ours, or better.

Our explorers went north to Tarsh and found out that Ovartien Twinson was still king of that land, still raiding the Lunars, and still enriching our Horse-Spawn foes. While in Tarsh, Lismelder and the others engaged in many gam bling contests. They won much more than they lost.

We gave gifts to the Blue Spruces so that we could cross their tula. Our cattle raid against the Greenwings was spotted. Although we held the field, we weren’t able to take any captives.

Our cattle raid against the Blue Spruces was spotted. We drove the Blue Spruces from the battlefield, and were able to plunder their tula.

Our cattle raid against the Brown Boars was spotted. We were driven off and had no opportunity to obtain booty.

We were raided by the Vanstali. Harvar fought well, at first, and attracted the attacks of several enemy warriors. With courage and cunning, he led our warriors against the enemy. We drove the Vanstali from the battlefield, striking them down as they fled.

1369
The god-talkers identified no omens, and this troubled them.

The forest began to reclaim the land we had cleared. We sacrificed to propitiate Aldrya, goddess of the elves. The god-talkers said they could not tell whether the elf goddess had accepted our sacrifice, for she is an unfamiliar deity, and they did not know what signs to look for.

Terasarin attempted the heroquest of Orlanth and Aroka. Terasarin became as one with Orlanth. Ernalda told him that his nephew, Daga, was causing a drought and harming the people. Orlanth said that he would drive off or kill Daga. Terasarin fought against Daga. Terasarin took enough blows from Daga to complete the requirements of the myth, then fled. Terasarin gathered weapons, then other enemies attacked him. Gagarth buffeted Terasarin with the awesome Wind From Above. He returned a punch that stunned Gagarth, and Terasarin took the Wind From Above. Terasarin slew trolls with his klanth, and took their weapon, the Darkwind. Terasarin seduced the Dark Woman by showing her the soles of his feet. Terasarin found another heroquester, who proposed to take the role of Orlanth’s brother Urox, saying it was his right. He told the Storm Bull to follow him. When Terasarin arrived to fight Aroka, he saw many Chaos creatures swarming towards him. The Storm Bull told him to go fight Aroka, leaving the Chaos creatures to him. And that is what Terasarin did. At last Terasarin found the lair of Aroka, and fought the dragon. Aroka tried to destroy Orlanth. The storm god released the Four Winds, blinding the dragon’s eyes. He released the Upper Wind, which dried out the enemy’s tongues. He captured Aroka’s breath inside the magical Sack of Winds and threw it away. Then Orlanth seized its jaws and tore the dragon asunder. Terasarin successfully completed the heroquest, and was cheered by all. Our finest warriors became finer still.

Yaransor of the Brown Boar clan accused Darndrev of the Zethnoring of unfair trade; both asked Queen Valensta to adjudicate the case. We conducted a divination. The spirits of our ancestors said that Darndrev had in fact used a Listening Wind against Yaransor. Valensta ruled in favor of Yaransor. Yaransor praised us for seeing with an unclouded eye, and gifted us with half of the horses we had ordered Darndrev to turn over to her. Darndrev’s face lost its usual smile, but he said nothing about our verdict.

Lismelder led a caravan to trade with the Konthasos.

Enfrew led a caravan to trade with the Hillhavens.

We were unable to conduct a raid against the Vanstali due to a winter storm.

We raided the Vanstali. We burned 2 steads before the Vanstali mustered enough warriors to force battle. After we drove the Vanstali off the battlefield, we burned 2 more steads.

We spotted a cattle raid by the Vanstali. Although we held the field, we weren’t able to take any captives.

We were unable to conduct a raid against the Badgers due to a winter storm.

We sent Lismelder with gifts to the Stag Hearths.

1370
The god-talkers feared for our barley crop.

Valensta’s leadership talent was acknowledged to be of heroic level.

The Horse-Spawn raided us. Jostharl caused great damage to a group of Horse-Spawn who were attempting to circle behind us. We drove the Horse-Spawn from the battlefield, striking them down as they fled.

Emissaries of the Stag Hearth clan sought our support in the Orlanth and Aroka heroquest. We sent a few worshippers to the ritual. Our worshippers enjoyed their lengthy pilgrimage to Orlanth’s holy place. The Stag Hearth’s Wind Lord was unable to complete the difficult quest, and their elders lamented what would doubtless be a continuing drought.

The Narri raided us. Jostharl had the chance to avenge himself against Iskalli. Jostharl challenged him to single combat. He gave Iskalli a serious wound before returning to the battle. We drove the Narri from the battlefield, striking them down as they fled.

Einarth Milk-Eyes returned to reclaim the ten-year ring, saying that we had failed to live up to its promise. The honey of hoped-for victory had turned into the bitter ashes of defeat. Einarth said that our deeds were memorable, but not in a good way. Einarth told us that we had failed to maintain a large and healthy herd of cattle. Einarth said that the might of our warriors would be remembered. He said that our success in trade should provide some consolation. He praised us for keeping our clan magic strong. In conclusion, Einarth praised us for at least maintaining the esteem of our neighbors. Einarth took the gold armband with him, and disappointment reigned.

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5

Hi.

King of dragon pass has a lot to learn, and even when you do things right aspects can go wrong, generally being successful is a matter of good preparation, understanding the culture and luck.

Some things can be learned from The Kodp wiki found here such as best battle tactics (for a start capturing prisoners is quite difficult unless you have the net artifact).

I'll try to give some general tips.

First, temples and blessings are yourfriends. Temples gods like humact and Orlanth can really help with battle, and temples to the earth goddess can help with heards etc. I am also a huge fan of having a templeo the talking god, since a lot of problems in the game can be solved by throwing money at them big_smile. This is also why you should send  to any clans you don't have  feuds with try and be on good relations with them.

As well as temples, having a good clan ring is key to success. At the start of the game, you probably don't have the best ring by default and should sort through your nobles, make sure you have people with the best stats for each of the categories,  if you can from 7 different gods.
Always check their advice on events rather than asking the ancestors and bare in mind god your ring worship, eg, worshippers of the earth goddess tend to be obsessed with planting and harvest.

For battling, as well as blessings and putting magic into war, make sure you have fortifications up and if your warriors are in trouble or out numbered, using skirmish. The palacade is particularly good against horse spawn, and a watch tower can let you spot attacks more quickly.

diplomatically, the point of the game is actually to get on with the other clans, not to beat them into the ground. Usually what I do is try to make peace with as many clans as possible, but leave one feud open with a neighbor to have somebody for my warriors to practice on or for the odd cattle raid. You can also increase your chances of rading successfully by choosing the ice demons as your ancestral enemy and then raiding in winter, though as I said raiding should be done sparingly, especially as there are plenty of other none human enemies out there to trouble you, indeed generally your philosophy should be to make peace  as much as possible but be ready for war.

Hero quests are the most difficult thing in the game and make getting the ten year ring a problem, for those I'd actually suggest checking the wiki to see which choices are possible.
The easiest hero quests imho are making of the storm tribe and ernalda feeds the tribe, actually the one with uralda the cow goddess is imho one of the hardest.

You can increase the success of a heroquest by having 7 different gods represented on the ring, and by having a representative of the trickster god, also by performing them in storm season and if necessary, asking other clans to help with magic.

I will confess I have been  known to cheat a little with hero quests and do a save and restore when going for the ten year ring to let me try again, though mostly this isn't necessary big_smile.

hope some of this helps. kodp is one of these  with sort of a double learning curve. You spend a long while trying to learn to play, and then get discouraged when you find you need to spend even longer learning to play well and succeed, but it is well worth it.

Hope some of this helps.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

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6

Is this game single-player and does it has an ending?

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7

Dark wrote:

Hi.

King of dragon pass has a lot to learn, and even when you do things right aspects can go wrong, generally being successful is a matter of good preparation, understanding the culture and luck.

Some things can be learned from The Kodp wiki found here such as best battle tactics (for a start capturing prisoners is quite difficult unless you have the net artifact).

I'll try to give some general tips.

First, temples and blessings are yourfriends. Temples gods like humact and Orlanth can really help with battle, and temples to the earth goddess can help with heards etc. I am also a huge fan of having a templeo the talking god, since a lot of problems in the game can be solved by throwing money at them big_smile. This is also why you should send  to any clans you don't have  feuds with try and be on good relations with them.

As well as temples, having a good clan ring is key to success. At the start of the game, you probably don't have the best ring by default and should sort through your nobles, make sure you have people with the best stats for each of the categories,  if you can from 7 different gods.
Always check their advice on events rather than asking the ancestors and bare in mind god your ring worship, eg, worshippers of the earth goddess tend to be obsessed with planting and harvest.

For battling, as well as blessings and putting magic into war, make sure you have fortifications up and if your warriors are in trouble or out numbered, using skirmish. The palacade is particularly good against horse spawn, and a watch tower can let you spot attacks more quickly.

diplomatically, the point of the game is actually to get on with the other clans, not to beat them into the ground. Usually what I do is try to make peace with as many clans as possible, but leave one feud open with a neighbor to have somebody for my warriors to practice on or for the odd cattle raid. You can also increase your chances of rading successfully by choosing the ice demons as your ancestral enemy and then raiding in winter, though as I said raiding should be done sparingly, especially as there are plenty of other none human enemies out there to trouble you, indeed generally your philosophy should be to make peace  as much as possible but be ready for war.

Hero quests are the most difficult thing in the game and make getting the ten year ring a problem, for those I'd actually suggest checking the wiki to see which choices are possible.
The easiest hero quests imho are making of the storm tribe and ernalda feeds the tribe, actually the one with uralda the cow goddess is imho one of the hardest.

You can increase the success of a heroquest by having 7 different gods represented on the ring, and by having a representative of the trickster god, also by performing them in storm season and if necessary, asking other clans to help with magic.

I will confess I have been  known to cheat a little with hero quests and do a save and restore when going for the ten year ring to let me try again, though mostly this isn't necessary big_smile.

hope some of this helps. kodp is one of these  with sort of a double learning curve. You spend a long while trying to learn to play, and then get discouraged when you find you need to spend even longer learning to play well and succeed, but it is well worth it.

Hope some of this helps.

Thank you @Dark for the lengthy explanation. I have not given up yet on the game, still enjoy beating some futing clans here. I admit that this game has cause me to spend hours daily on my phone trying to figure out heroquesting, exploration as well as war. smile

Btw, do you have any idea if the PC version could be as accessible as the one in iOS?

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8

caio wrote:

Is this game single-player and does it has an ending?

It is an offline single-player game. It does have endings, both the good and the bad ending though.

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9

@Kaio, nightmare is correct, Kodp is pretty much the definition of a complex single player game.
For more info see the db page or try out the podcast by some idiot called dark big_smile.

@Nightmare, glad you've not given up on the game. Unfortunately at the moment only the Ios version is accessible. The Pc version was made in about the year 2000 and would need a complete rewrite to be accessible (plus it's years behind the Ios version in terms of content).
There is also an android port of the Ios version, though last I heard the accessibility on that was none existant thanks  to the scuzzy company who did the port.

For exploration see my guide to the map in the articles room which should give you an idea of how to explore.  At least a shrine to Venga is almost a necessity if your going to explore and not get slaughtered, though also don't be afraid to try exploring your tula from time to time since you can find good stuff there.

Btw Nightmare, you might consider not bothering with the quote message function when replying. There's nothing wrong with it, but as most people use screen readers, reading through their own message twice can be a little time consuming, this  is why the usual practice when addressing one's remarks to another forum user is to just use an at sign and the name as I have done here.

I'd recommend myself just using the quick reply box at the bottom of the topic then hitting the submit button.

It's not a problem, but obviously the easier your replies are to read the sooner you'll get an answer big_smile.

With our dreaming and singing, Ceaseless and sorrowless we! The glory about us clinging Of the glorious futures we see,
Our souls with high music ringing; O men! It must ever be
That we dwell in our dreaming and singing, A little apart from ye. (Arthur O'Shaughnessy 1873.)

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