Creating things
create puts one entity into the world. The name after create is the
entity's display name; its internal ID is derived mechanically (words
lowercased and joined with hyphens, the leading article stripped, so
the Potting Shed becomes potting-shed). You never write IDs; you
always refer to things by name.
create the watering can
a thing
aka can, tin can, sprinkler
in the Potting Shed
A dented tin watering can with a long spout.
aka adds aliases. When a name is referenced anywhere else in the
story, resolution tries the exact name first, then an exact alias, then
a unique in-order word subset (the can finds the watering can if
nothing else matches). Ambiguity or a miss is a load error with a
suggestion; Chord never guesses.
The kind line can ride the create line after a comma. create the watering can, a thing is the same block as the two lines above, and it
works for every kind: a room, a region, a person. The kind still leads
the block, a trait can follow it on the same line (a thing, switchable), and everything else stays on its own line:
create the Potting Shed, a room
Clay pots in stacks, and a smell of damp earth.
create the watering can, a thing
aka can, tin can, sprinkler
in the Potting Shed
A dented tin watering can with a long spout.
A name cannot contain a comma, so the first comma ends it. Words after
the kind that are not a trait are an error that quotes them, so a stray
create the Den, a room by the sea never loses its tail in silence.