diff --git a/src/components/tide-pool.tsx b/src/components/tide-pool.tsx index 64350a5..5a8ebe7 100644 --- a/src/components/tide-pool.tsx +++ b/src/components/tide-pool.tsx @@ -1,12 +1,12 @@ const SPECIES = [ { id: "scraper", code: "SC", name: "Scraper", note: "Grazes the film on wet floors. Hides in shells, hollows, and walled homes, and sleeps in a pod up in a structure." }, - { id: "tab", code: "TB", name: "Tab", note: "Schools in open water and makes its home circling a structure, darting in among its frames when startled. Feels for deeper water as the tide drains." }, + { id: "tab", code: "TB", name: "Tab", note: "Schools in open water, turning as one, and makes its home circling a structure, darting in among its frames when startled. Follows the plankton when hungry and feels for deeper water as the tide drains." }, { id: "pylon", code: "PY", name: "Pylon", note: "Stands still, filters the water, and catches tabs. Buds settle at the foot of structures." }, { id: "collector", code: "CL", name: "Collector", note: "Salvages husks and hoards brass in a corner, or up on a structure's deck." }, { id: "mason", code: "MS", name: "Mason", note: "Fills. Lifts spoil and stones and builds walled homes, filling in the hollow beneath first." }, { id: "breaker", code: "BR", name: "Breaker", note: "Hunts scrapers. Breaks walls down to reach them, and tears at a structure's footing to bring a pod down." }, { id: "borer", code: "BO", name: "Borer", note: "Digs. Sinks a burrow, then tunnels outward toward other water and banks the spoil beside it." }, - { id: "artificer", code: "AR", name: "Artificer", note: "Builds from brass and salvage: structures in the water, one small part at a time, and sluice gates and beacons. Mends parts that breakers work loose." }, + { id: "artificer", code: "AR", name: "Artificer", note: "Builds from brass and salvage: structures in the water, one small part at a time, and sluice gates and beacons. Each has its own way of building, which its children inherit. Mends parts that breakers and storms work loose." }, ]; const TOOLS = [ @@ -128,7 +128,7 @@ export function TidePoolContent() {
Inside the pool -

Everything here is one surface: a shelf of ground that the tide washes over every four minutes. Wherever the ground dips and cannot drain as the tide falls, water stays behind, and that is a pool. There is one pool to begin with. Borers dig burrows and tunnels, masons fill hollows and raise walls, and breakers knock walls down, so the pools grow, join, drain, and form on their own. Pools are named as they appear. Artificers build structures in the water out of small parts, one at a time, each chosen from what is already around it: frames that bear load, solid plates, decks that reach out over the water, pods to live in, gears and tide wheels the tide turns, pipes, and lamps. Nothing is planned beyond the next part, so no two structures come out alike. A structure's footing is solid: the water goes around it, and the ground under it holds. Scrapers sleep in the pods, collectors keep hoards on the decks, and the tabs circle below and dart in among the frames when something startles them. Breakers work parts loose at the footing and artificers make them good again; when a footing gives way, everything it held falls. A tide wheel on a structure turns only while the water runs through it and stores its charge; the structure's lamps and windows burn at night only with a charged wheel nearby. Artificers also build working machines: a sluice gate on a pool's outlet shuts as the tide falls and holds the pool full, and a beacon, powered by a wheel, burns at night, feeds the plankton around it, and draws the tabs. Day turns to night every seven minutes, and the film on each floor grows only in wet light.

+

Everything here is one surface: a shelf of ground that the tide washes over every four minutes. The tide's reach swells and shrinks over twenty minutes, so some low waters lay the shelf bare, and the rock stays dark where the water has just left it. Wherever the ground dips and cannot drain as the tide falls, water stays behind, and that is a pool. There is one pool to begin with. Borers dig burrows and tunnels, masons fill hollows and raise walls, and breakers knock walls down, so the pools grow, join, drain, and form on their own. Pools are named as they appear. Artificers build structures in the water out of small parts, one at a time, each chosen from what is already around it: frames that bear load, solid plates, decks that reach out over the water, pods to live in, gears and tide wheels the tide turns, pipes, and lamps. Nothing is planned beyond the next part, so no two structures come out alike. A structure's footing is solid: the water goes around it, and the ground under it holds. Scrapers sleep in the pods, collectors keep hoards on the decks, and the tabs circle below and dart in among the frames when something startles them. Breakers work parts loose at the footing and artificers make them good again; when a footing gives way, everything it held falls. A tide wheel on a structure turns only while the water runs through it and stores its charge; the structure's lamps and windows burn at night only with a charged wheel nearby. Artificers also build working machines: a sluice gate on a pool's outlet shuts as the tide falls and holds the pool full, and a beacon, powered by a wheel, burns at night, feeds the plankton around it, and draws the tabs. Now and then a storm comes in off the sea: the water rises and runs rough, the waves batter whatever stands at the waterline, and the fish hide among the frames. Day turns to night every seven minutes, and the film on each floor grows only in wet light. At night the plankton glows wherever something moves through it.