#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~ #$