/
area/ril/
help/olc/
src/
src/current_project/
src/docs/
src/documents/
#HELPFILEDATA
colourcode `
security 7
END

#HELPENTRIES
keyword ROLE-PLAYING ROLEPLAYING ROLE-PLAYING-HELP ROLEPLAYING-HELP~
category undefined~
text .   -What is roleplaying?  What should I do?
    SEE: IC, OOC, EXAMPLEGOOD, EXAMPLEBAD, NEWBIE
 
   -How your character looks is very important.  Just exactly how you
    would like your character to look is able to be customised by you.
    SEE: LONG, SHORT, NAME  
 
   -How your character acts is another important part to roleplaying.
    Your history, race and alignment will determine to an extent how 
    your character will act.
    SEE: ALIGNMENT, HISTORY, RACE
 
   -Other interest areas concerning roleplay are.        
    SEE: LETGAIN, RPS, CLAN, QUEST, POLITICS
~
END

keyword ROLEPLAYING-SCORE ROLE-PLAYING-SCORE AUTO-RPS~
category undefined~
text You can gain experience at `YAthens`c the mud by roleplaying.  Every
now and then you will be rewarded for Roleplaying automatically.
~
last_editor Eris~
last_editdate 1112130909
END

keyword BADEXAMPLE EXAMPLEBAD BAD-EXAMPLE~
category undefined~
text 1. Using words like 'mob' 'NPC' 'level' in general conversation.  The 
rationale behind this is that if you are actually are an 'Athenian Soldier'
your life would not be based on levels, and your enemies would be real,
not mobs.
 
Bad roleplay  "where can I go to kill some mobs and level?" 
 
A better way: "I am a young adventurer, and in need of excitement.  I 
               Have heard stories of a swamp invested with evil, where
               can I go to dispatch this evil horde."
 
               A lot will depend on your characters, personality.
 
 
2. Using a characters name before you have met them.  An 'Orc Warrior'
or any other person, would not know anyone's name before meeting them.
 
Bad Roleplay: "hi, Jason I've seen you online."
 
A better way: "Greetings sir, I am called Helen. What name are you 
              known by?"
 
 
3. Using the who list or the laston command to find out a players name.
And using that name in conversation is not good roleplay.
 
Bad Roleplay: "Yeah i saw Ajax was on yesterday."
 
A better way: "Has anyone seen a tall human carrying a huge axe?"
 
 
4. Asking or giving information on the ooc channel which is IC.
 
Bad Roleplay: 1. ooc: "Damn Medusa just killed me!"
              2. ooc: "Does anyone know where i can get a good sword?"
              3. ooc: "Ok, I'm going to attack it now, you come in 
                      afterwards."
 
A better way: 1. ooc:  There is no better way.  But you can use any
                       method of communication which is considered IC
                       eg, say, yell, whisper
              2. say:  "Do you have an idea, to where I might find a
                       more suitable sword?"
              3. yell: "Enter once I have given the word!"
 
 
5.  Doing a say or whisper prefixed by ooc:
   
    eg.  'say "OOC: Hi, I'm a from Melbourne."'  
    OR   'say "OOC: sorry, typo."'
 
 
6.  Putting :), :P :|, etc in a say or whisper.
 
 
7   Using emote to blatantly communicate with another character, 
    that does not speak your language.
 
    eg 'emote say "I am Krystin, can you help me."'
    OR 'emote does not understand.'
    OR 'emote wonders if you would like to go to the reeking village.'
~
END

keyword EXAMPLEGOOD GOODEXAMPLE GOOD-EXAMPLE~
category undefined~
text 1. Good roleplay is essentially making decisions and doing actions
   in line with what your character would do, if your character was
   actually in that situation.

   These decisions will be based upon your character's alignment,
   the history you submit, online history, and any other goals 
   you have previously set out for your character.

   Therefore you must control your character in such a manner consistent
   with the above criteria, irrespective of what YOU personally would do
   in that situation.  (Always remember your character is not you.)

   For Example:  A good lawful character, will probably  stand up for
   weaker players even thou that character is likely to die.

   And a chaotic evil player, will probably attack indiscriminately 
   without respect for age, citizenship, class, gender, and strength of
   opponent.

2. Other Examples

   1.  A good aligned player may refuse to use an evil weapon
       because that weapon takes away life.  Even thou that weapon
       may provide an advantage in combat.

   2.  A good aligned player may also refuse to use a cursed, or
       once cursed weapon.  For much the same reasons as 1.

   3.  A lawful aligned player may wish to avoid conflict which is 
       unlawful. eg, stealing, murder, revenge.  A lawful player will 
       look for solutions with in the law.

   4.  A chaotic aligned player will break the law as a means to an
       ends.  A good chaotic aligned character may murder to avenge
       a death.

   5.  An evil aligned player does things which may or may not affect
       others, but there only consideration is for their cause.  An evil
       lawful may bury the dead of their enemies, treat prisoners well,
       and in all respects act honourably within the law, but their 
       overall cause may well harm others.

   6.  A neutral aligned character will tend to be indifferent towards 
       the belief's of another character, but will be influenced by that
	 other character's action.   Evil and good aligned characters, 
       may tend to blinded by their own causes and thus cannot sometimes
       see past another's belief's. 

       Neutral character's have a unique perceptive as they see both
       sides of the coin.
   
   7.  A neutral aligned player might help a good person recover stolen 
       possessions one day, and the next day may steal those possessions
       away. This is very much dependant on a neutral aligned player's 
       tendency (eg lawful or chaotic), which is a very integral part
       of a neutral aligned players personality.
~
END

keyword ALLIANCE~
category undefined~
see_also ALIGNMENT~
text Your alliance is that part of your alignment which refers to the 
opposites of good and evil.  Please read help ALIGNMENT and see 
the section referring to good and evil.

~
END

keyword TENDENCY~
category undefined~
see_also ALIGNMENT~
text Your tendency is that part of your alignment which refers to the 
opposites of law and chaos.  Please read help ALIGNMENT and see 
the section referring to law and chaos.
 
~
END

keyword LONG-DESCRIPTION CONTENT LONG~
title Long Descriptions~
helpflags mud_specific~
category undefined~
see_also RP LONG NAME LONG-EXAMPLE DESCRIPTION-EDITOR~
text Your long description is what people see when they '`clook`=?' at you.  A long 
description is generally four to eight sentences in length.  Here are some 
rules for writing a good long description:`+
`+
`Y*`=? Use color in moderation.  If you use too much color you will be asked to 
take it out.  `+
`Y*`=? Do not put actions in your description.  Eg.  Draw daggers, whistle or bow 
etc.  `+
`Y*`=? Do not put personality traits or emotions in your long description, such 
feelings as sorrow/joy and traits of charisma/intelligence.  These are best 
roleplayed out.  `+
`Y*`=? Do not tell your character's life story.  Eg.  She wears an heir loom that 
was given to her by her great grandmother.  `+
`Y*`=? Do not include objects or clothing in your long at all.  When your 
character dies they loose all objects and clothes on them.  `+
`Y*`=? When mentioning eye color if any, prefix it with "When awake, his eyes...".
  When your character is alseep a player looking at you cannot tell what 
eye color your eyes are if your eyes are closed.  `+
`Y*`=? Do not tell the reader to perform, feel or action something merely from 
looking at you.  Eg.  "You cringe in horror before this draconian."  It is 
up to the player to decide how they react.  `+
`Y*`=? Follow the race guidlines.  Read help race-<your race> and read the 
general help file if you are confused on what your race looks like.  Eg.  If 
you are human you are not ten foot three and have wings.  `+
 `+
Type `chelp long-example`=? to see an example of a good long description.  Use 
the `Ydescription editor`=? to write your long.  `+
 
 
~
last_editor Eris~
last_editdate 1112133417
END

keyword NAMES~
category undefined~
see_also SHORT LONG RP NAME-POLICY~
text When people are born, they are given names by their parents which are common 
names within the world 99.9% of the time. No mother can name a son DarkThorn
or Dragonslayer based on his future, in which he will be a warrior of the 
wilderness, or a renown hunter of dragons.`+
`+
As a good parameter, think of names you find in real life. Just use some 
common sense, to avoid names like 'RedPuppy', 'CoolBird' and the kind that 
involve a noun of some sorts in them. Those are not real names, but you can 
use nicknames to introduce yourself, if you desire. For example, some may 
remember a character named Jaladyor, who called himself Kalad, amongst other 
names, IC.`+
`+
Please choose a name for your character that fits in line with the fantasy 
theme we are trying to encourage here.  Don't use names from other themes 
like "star wars" or famous characters from books, or else the imms will 
politely ask you to delete and recreate with an original character name. For 
more information on what is appropriate to use for a name, type:
help `=_name-policy.
`+
~
last_editor Eris~
last_editdate 1112137218
END

keyword IC IN-CHARACTER~
category undefined~
text IC stands for "In Character".  What does this mean?  Well the most 
comprehensive explanation can be found in the newbie document. (help newbie)  
but for a quick definition IC stands for those actions and things your 
character would do and does. 

IC makes specific distinction between what you in real life would do as to 
what your character might do.  For help on what your character might do, some 
guidelines can be found in (help alignment) It is stressed these are 
guidelines only, and in no way applicable to everyone, they provide general 
help.  While playing the game characters must always act in character.  This 
is a roleplaying MUD and roleplaying is required not optional.

`CSEE: ALIGNMENT, NEWBIE, OOC, CONTENT
~
END

keyword OOC OUT-OF-CHARACTER~
category undefined~
text `=?
OOC stands for "Out of Character".  What does this mean? Well OOC is you.  
When talking on the OOC channel you talk about real life issues, real life 
things, this is OOC.  Broadly speaking it is bad form to use OOCly gained 
information for IC (help IC) purposes.  You must keep you and your character 
separate.  If someone kills your character for example, abusing them on the 
OOC
channel is considered bad form, and may be punished by moot (help moot) or 
worse.  Please keep IC and OOC separate and everyone will enjoy themselves a 
lot more.

`CSEE: ALIGNMENT, NEWBIE, OOC, CONTENT
~
END

keyword ALIGNMENT-HELP~
category undefined~
see_also LAWFUL-GOOD LAWFUL-EVIL NEUTRAL-GOOD TRUE-NEUTRAL CHAOTIC-EVIL NEUTRAL-EVIL CHAOTIC-GOOD CHAOTIC-NEUTRAL LAWFUL-NEUTRAL~
text `=?
Your alignment is extremely important please read the help file relating to
your chosen alignment.  If you have alliance of 3 and a tendency of 3 read
the help file 'LAWFUL GOOD'.  The other help files make good reading besides.

Law vs Chaos (tendency)                   Good vs Evil (alliance)
---------------------------------------------------------------------------
+3 = Totally Lawful, no exceptions        +3 = Totally Good, no exceptions
+2 = Mostly Lawful                        +2 = Mostly Good
+1 = Neutral with Lawful Tendencies       +1 = Neutral with Good Tendencies
 0 = Totally Neutral                       0 = Totally Neutral
-1 = Neutral with Chaotic Tendencies      -1 = Neutral with Evil Tendencies
-2 = Mostly Chaotic                       -2 = Mostly Evil
-3 = Totally Chaotic                      -3 = Totally Evil

`CSEE: ALIGNMENT-DEFINITION For an explanation of what alignment is in 
general.
 
`CSEE: ALIGNMENT-CHANGE For information on changing alignments.
~
END

keyword ALIGNMENT-DEFINITION~
category undefined~
text `=?
Alignment is used to represent the values and beliefs that are inside
each Player Character (PC) to help explain why they act the way they do.

This applies to ALL actions performed by EVERY PC - including the
slaying of mobs, talking in the pit, helping other PCs with
advice/equipment, or assisting in Corpse Retrievals (CRs).

The following definitions should be consulted for you to pick the
proper label for the way you plan to act in Athens. Once an
alignment is selected, actions performed outside that alignment
are punishable by alignment changes, loss of experience, and worse -
so choose wisely!  

Role-Playing (RP) means you must learn to keep separate your personal
alignment from that of your character, unless of course you have
chosen to RP a character with the same alignment as yourself.

A high level summary:  Law/Neutral/Chaos is the means and
Good/Neutral/Evil is the result or your actions.

`GLaw vs Chaos
`c------------
The standard Cop versus Criminal philosophical differences.

Law - The belief that in order for happiness and safety to exist, a
set of external laws must be followed and obeyed, regardless of the
consequences.  A lawful character believes that all laws must be
obeyed for society to prosper, including those laws that he does
not agree with.  A lawful person does not tolerate those that break
the law.

Chaos - The belief that laws and strictures restrict the happiness of
an individual, and society will be better off without these
restrictions.  In order for a person to achieve the most in life,
they must not be held back by restrictions imposed by others, and
they should be allowed to do whatever they feel like doing.

Neutral (Law/Chaos) - This is either not being able to understand the
concept of a society's laws [wild animals]; or having a personal set
of laws to live by that are close to that of society, but not identical.
This can be simplified to "Laws are important, but I don't mind breaking
little laws, or breaking laws in small ways".  They are always true
to their own personal set of laws.


`GGood vs Evil
`c------------
Good and Evil are opposites and seek to destroy each other.

Good -  The belief that by being fair, just, and nice to others, one
should receive the same treatment in return.  A good person places
the needs of others before their own needs, and as long as everyone
acts this way, the world will be a better place.  A good person does
NOT tolerate the actions of evil people, because it places the good
person at great risk to have someone around that is selfish and does
not place the needs of others before their own.  Good always seeks to
destroy evil, and never harms other good people.

Evil - Evil people lust for pain and suffering, and feel they must dish
it out, before they get it.  Do unto others BEFORE they do unto you.
The evil person actually enjoys being cruel to others, so has no second
thoughts of performing evil acts for the entertainment value alone.  The
evil person does things solely for their own benefit, always placing
their needs above the needs of others.  Evil people have no difficulty
destroying other evil people, as well as good people, if it benefits them.

Neutral (Good/Evil) - The neutral philosophy advocates that both of
the opposing philosophies of good and evil are too extreme.  A neutral
person is open to all ideas, and either strives to keep a balance between
good and evil, by always siding with the weaker, or treating both sides
equally, thus not endorsing one over the other.
~
last_editor Eris~
last_editdate 1112114557
END

keyword LAWFUL-GOOD~
category undefined~
see_also ALIGNMENT~
text `=?
The LG person completely believes in the laws of their society, and most
societies in general.  However, this attitude is modified by the fact that
the LG person also looks at the SPIRIT of the law, as well as the letter
of the law.  They would like to see the laws that they are familiar with
applied universally, regardless of the situation.  They will seek out and
destroy evil ONLY as permitted by the laws of society.

Ex: City Guard

~
END

keyword LAWFUL-NEUTRAL~
category undefined~
see_also ALIGN~
text `=?
Like the LG person, the LN also completely believes in the Law.  But they
are focused on the LETTER of the law.  If they give their word to someone,
they will honour it - regardless of treachery on the other's part.  They feel
that ALL laws should be obeyed; regardless of the intent behind it or even
the overall merit. They live to follow orders.

Ex: Judge

~
END

keyword LAWFUL-EVIL~
category undefined~
see_also ALIGNMENT~
text `=?
As with other Lawful types, they too believe in Law.  However, they work
within the laws to benefit themselves.  They do whatever is necessary to
advance within society's hierarchy, as giving orders puts them in a place
of power.  They will sometimes honour the letter of the law, and sometimes
the spirit of the law - depending on which is to their advantage.  The 
laws they follow are external laws dictated by their society, but they
find a way to be as cruel as possible within those laws.

Ex: Mafia Boss

~
END

keyword NEUTRAL-GOOD~
category undefined~
see_also ALIGNMENT~
text `=?
External laws are not as important for the NG person.  Their focus is more
on what is good for society in general.  They take the long view when
considering the implications of their actions.  These folks will take the
time to consider an action before acting on it.  They do what they do for
the overall good of society, even if they need to break a few laws to do it.

Ex: Robin Hood

~
END

keyword TRUE-NEUTRAL NEUTRAL-NEUTRAL~
category undefined~
see_also ALIGNMENT~
text People of this alignment are for the overall balance of the universe.
Law, Chaos, Good, Evil; all are irrelevant.  ANY will be used to maintain
WHATEVER is seen as the balance to that person, and this can be a VERY 
extreme view.  A true neutral realises that there cannot be life without 
death, and there cannot be good without evil; a true neutral can either 
always take the side of the underdog, or just treat everyone equally.

Ex: Arbitrator

~
END

keyword NEUTRAL-EVIL~
category undefined~
see_also ALIGNMENT~
text They take the long view on what is best for themselves.  Contrary to most 
people's thinking, this is the nastiest of the evil alignments.  This is 
because all NEs are following some predetermined, 'selfish' goal.  If you can 
find out what this goal is, you have half a chance of predicting what they 
will do.  

Many NEs have a personal code of honour that can make them seem LE, but 
because in the end there can be only the self, it places them firmly in the 
NE camp.  They follow their own internal rules to maximise the cruelty and 
destruction they can perform to those around them.

Ex: Informant

~
END

keyword CHAOTIC-GOOD~
category undefined~
see_also ALIGNMENT~
text `=?
The CG if more concerned with the Good of the self.  They will happily
ignore any law that restricts their personal freedom.  They tend to take the
short view of their actions, never considering the long range consequences.
They like to defend other's individual rights as well, even if those others
DON'T want their rights defended.  They do not stand by and let evil take
advantage of good for any reason.  They will seek out and destroy evil at
will.

Ex: Vigilante (Dirty Harry)

~
END

keyword CHAOTIC-NEUTRAL~
category undefined~
see_also ALIGNMENT~
text These people are fully into Chaos.  They don't care about the good and evil 
of their actions or even the world; they just want Chaos to flow freely.  
This does not mean acting on whatever whim comes along - CNs can have a long 
range plan.  One year they could start a peasant revolt against a tyrant; and 
then come back in a couple of years and help with a military coup.  As long 
as there is a state of upheaval and confusion, they're happy.  They are 
typically loners.

Ex: Mercenary

~
END

keyword CHAOTIC-EVIL~
category undefined~
see_also ALIGNMENT~
text These folks are into evil in and of itself.  They don't really look to the
future.  If they can cause pain and suffering right now, they do it.
Strength is all important - might makes right, and all that.  Anything to
further the spread of evil and destruction, even if it means death in their
own group.  CEs that are truly dedicated to the cause tend not to live very
long.

Ex: Serial Killer

~
END

keyword QUESTING QUESTS~
category undefined~
text `c Most quests in Athens are left for you to find through exploration and 
interaction.  Those that are easy, safe and fun for newbies to participate 
in are listed under the command `YQUESTS`c.  This has been done to help newer 
players find fun activities more aimed at them.  `x 
~
last_editor Hera~
last_editdate 1113302403
END

keyword LETGAINED LETGAINING LETGAIN~
category undefined~
text `cTo be letgained you must use the `RHISTORY`c command to write a character 
`=_`chistory.  Once recieved and approved you will be letgained.`+
`+
A character that is letgained is able to enlist and will receive extra 
experience when killing mobs.  Characters that are not letgained cannot 
obtain any level higher than level 10.  Although you still will recieve 
roleplaying experience.  `+
`+
Why is there this obvious disadvantage to non-letgained characters, well...  
We would like to see everybody submit histories and be letgained, but we 
realise some people may find this tiresome, submitting histories before your 
character can progress in levels.  So rather than make it a requirement that 
you must submit a history.  We give you the option to submit your history 
when you are ready.  `+
`+
Notes:`+
- You must also have a history if you wish to be in an army.`+
- Non-letgained characters are unable to enlist, pkill or be pkilled.`+
- There may be quests and contests that you can not do until letgained.
~
last_editor Hera~
last_editdate 1116365353
END

keyword HISTORY~
category undefined~
see_also HISTORY-REQUIREMENTS HISTORY-INFO~
text Before you can become letgained, you must write and write a history using 
the history editor.  Basically a history is to prove to us that you have 
put some thought into your character and his/her development, and it also 
gives us an indication of your role-play ability.  We like to see that 
people have some understanding of what this mud is about before they are 
able to PKILL, join ARMIES, and receive other benefits that are given to 
letgained characters.  A decent history should be about 30 lines, roughly 
400+ words.
 
Do read the `#`Chelp HISTORY-REQUIREMENTS`^ before you write your history. That 
file shows what we expect in your history.
 
Your history can include but is not limited to where your character came 
from, how he grew up, who he was in contact with, how he began training, and 
how he wound up in Greece if he wasn't born there.  We encourage you 
to be creative when writing your history. You will not
be penalized if you put something that is not accurate in your history, so 
if in doubt, feel free to put it in.  We will correct you if you are too far 
off base.
 
For an example history type help `#`CEXAMPLE-HISTORY`^.  For further 
information on what a history is and some roleplay aspects of one, type `#`Chelp 
HISTORY-INFO`^.
 
To view another player's history, the syntax is: hlook (name)
~
last_editor Hera~
last_editdate 1112656952
END

keyword TOPRP TOP-ROLEPLAY TOP-RP~
level 92
category undefined~
text `=lSyntax: `=?toprp`1`1This command sorts and lists the people with a Role Playing Score of over 
10K, excluding immortals.  If you are on the list, your score will 
automatically be updated within 10 minutes from the time you log off.  Those 
that haven't logged on with the past 8 weeks or are permkilled will be 
removed from this list.  
~
END

keyword LETGAIN-MOOTS~
level 93
category undefined~
text Moots are an integral part of the roleplay system here.  Part of any letgain 
is using some creativity to write a history for a character to explain where 
he/she is from and what has happened to him/her.  It has been a common 
belief amongst many imms that large moots to the lower level characters are 
beneficial to encouraging roleplay without giving them an unfair experience 
advantage.  It is quite common for someone under level 10 to earn 300+ xp 
from a kill, and 100+ rps for 10 steady minutes of roleplay.  Here is a 
table created for reference of the size of moots to be given, depending on 
the quality of the history.  `1`C 
                       Level Range        Moot Range`Y
                       ===========        ==========`=?
                        1  -   10         300 - 1500
                        11 -   20         200 -  800
                        21 -   30         100 -  500
                        31 +               50 -  300
~
END

keyword HISTORY-INFO~
level 1
category undefined~
see_also HISTORY EXAMPLE-HISTORY~
text The History is the most important aspect of your character. It is more 
important than attributes, more important than skills and even 
more important than any equipment. You ask why? The reason is pretty 
simple: it is the history that gives your character a meaning, a life of 
its own. 
 
Let us elaborate on that. Role-play means pretending you are someone 
else, in a fantasy, a different, world. Someone that can be totally 
different from you. Tons of fun comes from that. Now, we can only play as 
someone else, if we know that someone. So, we need to know his life, 
what happened to him, how he thinks. In other words, in a way, it is 
more important to describe how your character means than where he was 
born, or who killed his mother. How did he feel in the most important 
moments of his life? How will he act now? Those are the questions you 
should think when you are writing about your character.

A history does not have to be long, though a one paragraph history will 
hardly say much about your character. A history should be as long as you 
think is necessary to describe your character's way of thinking. And 
that is as important to you as it is to us.
 
Let me give you an example to illustrate what I mean:
 
A history that says 'I was born in a poor village, saw my parents be 
killed by gorgons, and left to explore the world' can have many different 
meanings. One, your character might hate gorgons now, for what they did. 
Second, he may love them, if his parents were such monsters that their 
deaths were a blessing to your character. Three, he may have suffered 
with his parents deaths, but then he realized his parents left him an 
enormous inheritance and, ah, well, pity they died, but life goes on.
With that example, I hope to have shown you that your character 
psychology is what makes a difference between your character and another 
player's character. As you describe how your character think, his actions, 
alignment begins to make a lot more sense. Often, it is the history that 
defines his alignment, that retouches it, and explains why someone is 
evil, good, lawful or chaotic.

Thus, a History's purpose is to tell, not only us, but you too, who your 
character really is. Its purpose is to help you make a full character, 
with some idiosyncrasies of his own, and allow you to have the most 
possible fun with him. Its purpose is to make your character more than a 
bunch of bytes.
 
~
last_editor Hera~
last_editdate 1112652255
END

keyword NOBLES~
level 1
category undefined~
see_also NOBLE-COMMANDS~
text `#`^ The nobles of Athens are a select group or mudders whose excellence 
in roleplay and their positive influence to the mud have been recognized.  
Nobles have been given the power and authority to reward and remove 
experience from other players, based on observed roleplay.  The nobles get 
their power through anonymity and being inconspicuous.  `+
`+
 Our Nobility system does not include noble applications.  To become a 
noble, you must be invited into the group by existing nobles.  `+
 `+
~
END

keyword NOBLE-COMMANDS~
level 1
helpflags noble~
category undefined~
see_also _MOOT VOTE AUTOVOTE NTALK NTELL DLOOK NSPEAK FROMNOBLE MOOT-TABLE~
text `#`CNoble commands:`^`+
 `+
help _MOOT `+
help VOTE`+
help AUTOVOTE`+
help NTALK`+
help NTELL`+
help DLOOK`+
help NSPEAK`+
help FROMNOBLE
help MOOT-TABLE
~
END

keyword _MOOT~
level 1
helpflags noble~
category undefined~
see_also NOBLE-COMMANDS~
text `=lSyntax:`=? 
       moot <character> <type> <votes>
 
Only nobles can moot, a moot gives you experience points for good Roleplaying
or takes away experience points for bad roleplaying.`+
 
This command starts a moot of one of the following types:
 
1)reward  - Used to grant or remove experience points from a character for
            good or bad role-playing.  The number of experience points
            of the moot is specified in <votes>, and it takes over 50%
            approval to pass.
 
2)induct  - Used to grant noble status to a non-noble character.  It takes
            2000 votes to start, and requires a 70% approval to pass.
 
3)outcast - Used to remove noble status from a character.  It takes 4000
            votes to start, requires a 80% approval to pass, and requires
            at least 5000 approving votes to pass.
 
The initial votes to start any type of moot do NOT count in the approval
totals.
 
~
END

keyword NTELL NREPLY~
level 1
helpflags noble~
category undefined~
see_also NOBLE-COMMANDS~
text `=lSyntax:`=? `+
         ntell <player> <msg>`+
         nreply <msg>`+
 `+
Ntell is generally used for nobles to tell a player some information 
regarding their roleplay or a general warning. This type of tell when used 
can be seen by ALL nobles on the noble channel.`+
 `+
Nreply is used when the player responds back to the noble which also shows 
up on the channel, again all nobles see this reply.`+
 `+
~
END

keyword VOTE~
level 1
helpflags noble~
category undefined~
text `=lSyntax:`=? 
       vote <favor|oppose> <votes>
 
Allows you to cast your votes for the current moot in progress.  You may
only vote once per moot.
 
`CSEE: NOBLE-COMMANDS
~
END

keyword NTALKING~
level 1
helpflags noble~
category undefined~
see_also NOBLE-COMMANDS~
text `=lSyntax:`=?
       ntalk <msg>
 
Will send a message to all online nobles.  Your name is not shown,
this channel is not for conversations other than about role-playing.
 
~
END

keyword NSPEAKING~
level 1
helpflags noble~
category undefined~
see_also NOBLE-COMMANDS~
text `=lSyntax:`=?
       NSPEAK <msg>
 
This command allows a noble to send a global message to everyone on the mud.
Use this command only on occasion, and when you use it give one sentence
explanations.  I.E. If someone asks what was that moot for and it isn't 
already obvious, do an nspeak to explain in one sentence.
 
Do not get into an argument, and do not abuse nspeak, all nspeaks are logged.
 
~
END

keyword HISTORY-REQUIREMENTS HISTORIES-REQUIREMENTS~
level 1
category undefined~
text Histories Requirements
 
- Define your character's personality. Go deeper than alignments, add 
idiosyncrasies, quirks, and the kind (help history-info).
- Your character must have a life goal, everyone does. It may be simple or 
complex, but he/she must have a reason to live. Revenge as a character's 
only goal should be avoided, since that is a short-termed goal, and usually 
a side one.
- A history has a minimum requirement of 30 lines (around 400 words).
- Your character should be active in your history - do not keep him/her 
sitting, watching events happen before him/her.
- Work out your character's interests. Think of hobbies, work, and what else 
he/she does in life apart from killing mobs. Do not kill your character of 
boredom by keeping him studying skills non-stop all his life.
- Unless there is a good reason to, you should know your city, and some of
its mythos (help city).
- All characters are born in Greece, in one of the existing city-states 
(help city-states). Your character cannot come from other worlds, or 
fictitious realms. You can choose one of the main cities (help cities) of 
Greece, or think of a small village, which you can name as you see fit.
- Unless there is a reason not to, your character has a home, a place he/she 
came from.
- You cannot destroy your character hometown, by any means.
- All Greek major gods are in help gods. Do not "create" new gods in your 
histories, and treat them as if the whole of Greece follows them. If you 
want to have a particular view of the world, talk to an immortal prior to 
writing your history.
- Keep in mind that your beginning is humble. Most don't know you, so you 
are not a great hero in these parts of the world. Also, you cannot be a 
king, prince, emperor, or any ruler of any part of the world. Nor the child 
of a god, nor the favorite worshipper of a god/dess. If you want to be 
something, build that out IC.
- Grammar is not a requirement, and you need not be a great writer.
~
last_editor Hera~
last_editdate 1110586006
END

keyword NOTICE-BOARD BOARD NOTICEBOARD~
level 92
category undefined~
text .. 
                   How to write a notice on our boards
                   -----------------------------------
 
Write a `#`Cnote to RP`^ with the notice you want to post. The note's `#`Csubject 
`^must include the `#`Clanguage `^it will be written on, and the `#`Cboards `^on 
which you want your notice posted and the `CIC time`^. 
 
Presently, we have two notice boards: one in Mekali, and one in Dzagari.
 
An example:
 
=============================================================================
[999] Hrast: `#`Wnotice for Dzagari's board, language: orc`^
Sun Dec 31 23:59:59 1999
To: `#`WRP`^
-----------------------------------------------------------------------------
Day of Despair, 8th the Month of Winter in the year 1220 AK.
 
(Written with blood) 
 
You elf filth leave this town now, or suffer the consequences.
 
`#`RHrast, the mad orc`^
 
=============================================================================
~
END

keyword QUESTER QUESTER-FLAG QUESTER-STATUS QUESTERS~
category undefined~
text `#`B                           The Quester Status`^ `+
 `+
 By becoming a quester, you are telling us that you want to be part of 
quests and autoquests, no matter how dangerous they can be.  No matter if it 
takes you to cold death.  And that you will have fun, even then.  `+
 `+
 Some mobs, within dangerous autoquests, will only recognize and react to 
questers.  All non-questers will be magnanimously ignored by them.  
Immortals running quests that may lead to some sort of loss will check if 
you are a quester, before taking you to danger.  Some autoquests will not
be able to be done by non questers.  And the immortals will have less 
tendency to actively promote questing with non questers when players
that are questers are logged on.`+
 `+
 Non-questers will be respected (by both mobs and immortals) in their wish 
to not be involved in any quest that may harm them in some way.  `+
 `+
 Be careful, once this status is turned on, it cannot be turned off!  And 
to get it removed will cost you at least `#`R-5000xp`^.  `+
 `+
 Thus, do not take the decision of becoming a quester lightly.   `+
 `+
~
last_editor Eris~
last_editdate 1112130305
END

keyword DELETE~
level 92
category undefined~
text .. 
~
END

keyword ALIGN-REQUEST ALIGNMENT-REQUEST REQUESTED-ALIGNMENT~
level 92
category undefined~
text `#`MRequested alignment changes:
 
`rDone - by Yonae `BCharacter:`=? Devlin   `BDate:`=? Oct 19   `BTime:`=? 19:05
`mFrom:`=?               `mTo:`=? 
`sReasoning:`^
Hey i mad a mistake with choosing my alignment i would like to roleplay a chaotic good avian. basically my char is a good cleric who likes to help the innocent. 
 
`rNote forwarded by Yonae to Astyriath`^
~
END

keyword DLOOK~
level 1
helpflags noble~
category undefined~
see_also NOBLE-COMMANDS~
text `=lSyntax:`=?`+
       DLOOK <player>`+
`+
This command is used to look at a player's long description and short. You 
will also see Race and Class when you 'dlook' someone. Useful for helping 
roleplay environment look consistent and that the descriptions comply with 
help LONG and help SHORT.`+
`+
~
END

keyword FROMNOBLE~
level 1
helpflags noble~
category undefined~
see_also NOBLE-COMMANDS~
text `=lSyntax:`=?`+
       note FROMNOBLE`+
`+
This is a command used after 'note subject' that masks the author of the 
note so it appears "from a noble". All notes that are sent FROMNOBLE are 
copied to all nobles. Make sure if writing these notes they have a tone of 
respect and diplomacy. Mainly used to inquire about missing pkill notes, it 
is a good idea when using this command to put down the bottom of the note 
from an annonymous source. Ie. The Nobility.`+
`+
~
END

keyword MOOT-TABLE~
level 1
helpflags noble~
category undefined~
text The Moot Table.`+
`B*******************************************************************`=?`+
 `+
 `=?For a roleplay of say 20 to 40 minutes: `+
 `+
                            `YExcellent Good Fair Average GoodAttempt`+
 `+
 `YNewbie rp lvl   1-10`=? ......450       400  350  300     200`+
 `+
 `YSeminewbie lvl  11-20`=?......400       350  300  200     100`+
 `+
 `YAmateur lvl     21-40`=?......375       250  200  100     60`+
 `+
 `YExperienced lvl 41-80`=?......200       175  90   60      40`+
 `+
 `YExpert lvl      81-91`=?......100       50   25   10      5`+
 `+
 NOTE: This is a guideline for mooting, Mooting is a good thing! `+
 `+
`B*******************************************************************`=? 
~
END

keyword TRAITS CHARACTER-TRAITS~
level 1
category undefined~
see_also RPSHEET LETGAIN~
text .. 
                        `#`WCharacter Traits`^
 
When creating your character, you will surely imagine him/her with a specific 
personality, with quirks, and an original way to see the world. You might also 
imagine him/her with some interesting physical attributes that will add some 
spice to your roleplay.
 
This list of traits is here to help you choose those special aspects of your 
character. They are mainly suggestions, you are free to think of new ideas, as 
far as they are consistent with our settings (fantasy, medieval one). If you 
wish to discuss any new ideas, send a `#`Wnote to rp`^.
 
As you will see, some of the traits have alignment restrictions. That means if 
you have one of those, you cannot choose that trait. Some of them may not be 
strictly in accord with your own view of that trait - human psycology is 
complex after all - but that's how they will be treated in this game.
 
In order to be letgained, you will have to choose at least 3 traits. 
50% (rounded up) of your traits must be personality traits.
~
last_editor Eris~
last_editdate 1112136658
END

keyword STRING~
level 91
category undefined~
see_also CHARDESC OBJDESC~
text `=lSyntax:`=? string obj <obj name> <field> <string>
        string mob <mob name> <field> <string>
 
The string command changes the various strings associated with an object or
mobile.  A full list of fields can be viewed by typing string obj or string
mob.  Multi-line strings are supported, use CHARDESC.
 
Ok a worked example of restringing a Mobile.  We are going to change a Janitor
into a drunk.
 
'This sets the keyword, for the mobile that it is refered to as'
STRING mob janitor name drunk 
 
'Changes the mobiles action description, what you see when fighting
 and what you see when the mobile is sleeping, sitting or resting'
STRING mob drunk short a drunk 
 
'Sets the description you see when you walk in the room' 
STRING mob drunk long A drunk is here. 
 
~
END

keyword OEXTENDED~
level 91
helpflags rpsupport~
category undefined~
text Oextend is the restring of extra descriptions.  When you create an extended 
description on an object, the former extra description are ignored, and the 
extended becomes the new valid description, when looking at the object.  `+
`+
Once created, extended descriptions can be edited much the same way as 
extra descriptions.  The syntax is: `+
`+
OEXTENDED object mode keyword ...`+
`+
Where mode can be: `+
`#`yadd clear copy edit remove rename tag`^ `+
`+
`#`=? add - adds a new keyword with empty description.  `+
`=? appendkey - appends keywords to existing keywords `+
`=? clear - clears ALL extended description on an object!  `+
`=? copy - copies an extended description from another object.  `+
`=? edit - puts you into the description editor for keyword.  `+
`=? remove - removes an extended description.  `+
`=? rename - renames keyword to new keyword.  `^ `+
`+
Thus, to create a new extended description: `+
`+
`#`Woextended object name add blue`^ `+
`+
A keyword can be more than one word, just put the words between '' (use 
the 'x y' syntax).  `+
`+
After creating the keywords, you can edit the description the same way you 
do with extra descriptions, using the `#`yedit`^ mode.  `+
`+
The mode `#`yremane`^ replaces all former keywords, by the new one(s).  Once 
again, if more than one new keyword, put them between ''.  `+
`+
`#`=? `#`Woextended <object name> add 'blue flower'`^ `+
`=? --> adds one extended description with the keywords 'blue' and `+
`=? 'flower.  `+
`=? `#`Woextended <object name> rename blue 'white scepter'`^ `+
`=? --> changes the keywords of the extended description from 'blue and `+
`=? 'flower' to 'white' and 'scepter' `^ `+
`+
When copying an extended description, you cannot put more than one 
keywords into the copied description, so you need to `#`yappend`^ new keywords 
afterward.`+
`+
(for more help on any of these type 'OEXTENDED <object> <mode>' 
~
END

keyword HEALER~
level 92
category undefined~
text Healers spend their whole life devoted to healing the hurt, curing the 
diseased and refreshing the tired. They can be found usually in towns, or 
where ever people gather. `+
 `+
 To enlist the help of the healer, you can type HEAL to see the list of 
healing services the healer provides. `+
 `+
 For example, `+
 light:    cure light wounds     1 gold `+
 serious:  cure serious wounds   2 gold `+
 critic:   cure critical wounds  5 gold `+
 refresh:  restore movement      5 gold `+
 disease:  cure disease          8 gold `+
 heal:     healing spell        10 gold `+
 blind:    cure blindness       10 gold `+
 poison:   cure poison          10 gold `+
 mana:     restore mana         10 gold `+
 headache: cure headache        15 gold `+
 uncurse:  remove curse         20 gold `+
 cancel:   cancellation         30 gold `+
 chaos:    chaotic poison       35 gold `+
 `+
 To heal yourself of poison for example, type `#`YHEAL POISON`^. `+
 `+
 To heal someone else in the same room as you are, type `+
 `#`YHEAL POISON <someone's name or part of his short desc>`^. 
~
END

keyword CONTEST CONTESTS~
title Contests~
category undefined~
see_also QUESTS TIME~
text `c Under the command `YCONTESTS`c you will find a list of scheduled events that 
are meant for group activity and interaction amoung players.  These contests 
usually have a prize offered and are listed by IC time.  `x 
~
last_editor Hera~
last_editdate 1114120981
END

keyword SHORT SHORTS DESCRIPTION~
title Short Description~
category undefined~
text A short description is what people will see when they walk in the room.  
It is how you will appear to everyone else.  To this end it is very 
important, it is preferred that you have a long description before you 
get a short description, but sometimes an imm might offer to set your
short before you have a long.  DO NOT ask for a short description until
you have written or atleast attempted to write a long description 
(see help long for more on long descriptions).
 
SHORT DESCRIPTION RULES:
* Must show your gender.
* A short description cannot include information about your behaviour 
or how you react to a particular player.
* No clothing in a short description since that is seen in your equipment
list when someone looks at you.  Changing clothes would cause your short
to be incorrect then.
 
Examples of good short descriptions:
A tall and slender man
A dark-skinned woman with flowing black hair
 
If you are at level 10 and only have a generic short description, the
command REQUESTLETGAIN will change it for you automatically when your
request is approved.  If for some reason, you are at level 10 or past
that point and need to change your short, you may ask an immortal to
change it for you.  Beware that constantly asking to change your short
will result in your short-change request being refused.
 
`CNOTE:`c You do not need to add a comma to the end of your short.
The mud will automatically put a comma after your short when someone
looks in the room and sees you.
~
last_editor Hera~
last_editdate 1114741564
END

keyword STORY BACKGROUND CREATION~
title Background Story~
category undefined~
text . 
Gaea, the Earth goddess and the eldest of the gods, emerged out of Chaos and 
gave birth as she slept to her son, Uranus - the Sky god. He showered 
fertile rain upon her secret clefts as he gazed down fondly upon her from 
the mountains, and she bore grass, flowers, trees, and birthed the 
astounding array of birds and beasts to populate them. The fertile rain of 
Uranus also made the rivers flow and lakes and seas came into being when the 
hollow places filled with water.
 
She mated with her son and husband Uranus to produce the Titans. First came 
the hundred-handed Hecatoncheires, the giants and three one-eyed Cyclopes. 
But their relationship was so passionate, and the embrace of Uranus and Gaea 
(Sky and Earth) was so overwhelming, that their offspring could not emerge 
from her womb.
 
You see, Uranus was afraid that one of his Titan children would end up 
overthrowing him and taking over rule of the Universe. The Titans were thus 
imprisoned by Uranus in Tartarus, a region of the Underworld. 
 
This caused Mother Earth great grief, so she conceived a sharp sickle that 
one of her children, Cronus, used to severe his father's genitals. The god 
Uranus was emasculated and the Sky separated from the Earth. From the blood 
of Uranus that fell on her, Gaea conceived the Eirynes, the avenging 
goddesses who pursued and punished murderers and evil-doers.
 
Uranus thus faded from the mythological scene and Cronus married his sister 
Rhea, becoming supreme ruler of the Universe. This was regarded by the 
Greeks as the Golden Age of the Titans. But Cronus was just as paranoid as 
his father, and, heeding the warning of an oracle, in turn he swallowed all 
the children he fathered with his wife Rhea, afraid that they would do to 
him as he did to Uranus.
 
On the advice of Gaea, Rhea gave Cronus  a stone wrapped in baby blankets, 
and the gullible Cronus "swallowed" the ruse, instead of his baby boy Zeus. 
The child was secretly taken to the island of Crete and raised  by the 
Nymphs. Eventually Zeus grew up to free his swallowed siblings and with 
their help indeed overthrew Cronus and became the supreme Olympian.
~
last_editor Hera~
last_editdate 1115998849
END

EOF~
#$