/
ScryMUD/mud/
ScryMUD/mud/grrmud/Boards/
ScryMUD/mud/grrmud/Help/
ScryMUD/mud/grrmud/Pfiles/
ScryMUD/mud/grrmud/PlayerSacks/
ScryMUD/mud/grrmud/PlayerShops/
ScryMUD/mud/grrmud/help_filter/
ScryMUD/mud/hegemon/
ScryMUD/mud/hegemon/data/
ScryMUD/mud/hegemon/data/help/battle/
ScryMUD/mud/hegemon/data/help/client/
ScryMUD/mud/hegemon/data/help/communications/
ScryMUD/mud/hegemon/data/help/skills/
ScryMUD/mud/hegemon/data/help/spells/
ScryMUD/mud/include/
ScryMUD/mud/lib/
ScryMUD/mud/lib/bitfield/
ScryMUD/mud/lib/log/
ScryMUD/mud/lib/string2/
<help general theme>

Here is a rough theme, or at least how I see it!

*  Disaster in the past.
*  New races were born of this disaster.
*  Peoples didn't learn however, contention and war continue.
*  Humans are still the most widespread, but other races have
   specialized and become more powerful in their respective realm.
*  Anitre thrive across the sea.
*  Dwarves hold the mountains and inhabit a subterranean realm.
*  Elves live separately, and peacefully, if possible.
*  Races generally strive to help their own race.
*  Old tech is still around, just broken or rare.
   Some (alchemists) attempt to rediscover this, and as always, it
   is often indistinguisable from magic!
*  Ogrue live near wastelnds.  Evolved from survivors on an ancient
   military base.
*  Dragons genetically engineered in ancient times for surveillance.  
   Now they have evolved past their makers, and know many strange 
   arts.
*  Religions, movements abound, and players may chose any or none.
   They have no affect on other affiliations, but may affect the
   player.


Thats what I have for now.
		--Ben Greear
</help>