- A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z -
Other
.:. SA'ANGREAL |
A Sa'angreal is a very powerful Angreal. It vastly increases the channeling power of the one who uses it, much more than an Angreal. Sa'angreal are similarly useless to non-channelers. See also: Angreal, Ter'angreal |
:: Beginning |
.:. SAIDAR |
Saidar is the female half of the One Power and Saidin is the male half. While the actual use varies between the two, the effects are close enough to the same to be considered identical. Until recently Saidin was tainted by the Dark One's touch and use of it eventually drove a male channeler insane or caused their bodies to rot away. The taint has been cleansed from Saidin by the Dragon Reborn and though residual effects still linger, new male channelers will never experience taint-induced madness or rot. See also: channeling, weave |
:: Beginning |
.:. SAIDIN |
Saidar is the female half of the One Power and Saidin is the male half. While the actual use varies between the two, the effects are close enough to the same to be considered identical. Until recently Saidin was tainted by the Dark One's touch and use of it eventually drove a male channeler insane or caused their bodies to rot away. The taint has been cleansed from Saidin by the Dragon Reborn and though residual effects still linger, new male channelers will never experience taint-induced madness or rot. See also: channeling, weave |
:: Beginning |
.:. SALDAEA |
Help Information for Saldaea SIGIL: Three silver fish, one above the other; the Silver Fish BANNER: Three silver fish on a field of dark blue CAPITAL CITY: Maradon RESOURCES: Sheep, Lumber, Furs and Ice Peppers The largest of all of the Border nations, Saldaea stretches from World's End on the western coast of the Aryth Ocean to the River Arinelle, and the northern edge of the Black Hills. It lies directly northeast of Arad Doman. It is ruled by Her Illuminated Majesty, Tenobia si Bashere Kazadi, Queen of Saldaea, Shield of the North, Sword of the Blightborder, High Seat of House Kazadi, Lady of Shahayni, Asnelle, Gunwar and Ganai. It is said that the young Queen Tenobia rules estates larger than the entire city-state of Mayene. The Marshal-General, currently Queen Tenobia's uncle, Davram Bashere, is responsible for commanding the Saldaean military. The Saldaean cavalry is renowned for its mounted drills and maneuvers in unites as large as nine thousand without missing a step. The cavalrymen of Saldaea can perform stunts on horseback flashy enough to impress a gleeman. War, for Saldaeans, is a family affair. Wives often ride to battle alongside their husbands, though they do not engage in combat themselves. Girls are not taught the sword, but are often skilled with knives or hand-to-hand fighting, and many stories tell of women taking up the swords of their fallen husbands to lead the men back into battle. In Saldaea, a highborn lady is expected to be able to ride to the hunt all day while reciting poetry, then play the cittern at night while participating intelligently in discussion of how to counter trolloc raids. Saldaean women usually wear dresses with high necklines and long sleeves. Highborn ladies usually wear silk or brocade, with embroidery along the sleeves and collar, while common women wear similar, if simplier styles, but in wool. Men wear coats with embroidery on sleeves and collar. Both men and women usually go armed with at least a dagger. Even Saldaean farm women are known to be fierce, and rumors tell of some of them shaving the head of any woman caught poaching another's chosen mate. Saldaean women, in addition to their strong wills and fierce natures, are also rumored to be quite sensual. They use 'fan talk' with lace or silk fans to convey messages to potential suitors, and though it has been outlawed by several Queens, and rumors are vehemently denied, high-born ladies are said to be adept in a form of dance known as the sa'sara. This dance, which has supposedly caused wars, and even stopped them, is said to make men's blood boil. Other Saldaean tidbits: * Trolloc raids are frequent in Saldaea. * The eldest Saldaean child of either sex is trained in accounting and trading and those duties required to manage an estate one day. * In Saldaea, men do the proposing of marriage. * A girl's mother must approve of the marriage. * The Queen is advised by a Council of Lords. * The Marshal-General carries a wolf-headed ivory baton as a symbol of his office. * People travel by snowshoes or skies in the winter in Saldaea. * Saldaeans ride smaller-than-average horses. See Also: Nations, Update |
:: Beginning |
.:. SALDAEANS |
Help Information for Saldaea SIGIL: Three silver fish, one above the other; the Silver Fish BANNER: Three silver fish on a field of dark blue CAPITAL CITY: Maradon RESOURCES: Sheep, Lumber, Furs and Ice Peppers The largest of all of the Border nations, Saldaea stretches from World's End on the western coast of the Aryth Ocean to the River Arinelle, and the northern edge of the Black Hills. It lies directly northeast of Arad Doman. It is ruled by Her Illuminated Majesty, Tenobia si Bashere Kazadi, Queen of Saldaea, Shield of the North, Sword of the Blightborder, High Seat of House Kazadi, Lady of Shahayni, Asnelle, Gunwar and Ganai. It is said that the young Queen Tenobia rules estates larger than the entire city-state of Mayene. The Marshal-General, currently Queen Tenobia's uncle, Davram Bashere, is responsible for commanding the Saldaean military. The Saldaean cavalry is renowned for its mounted drills and maneuvers in unites as large as nine thousand without missing a step. The cavalrymen of Saldaea can perform stunts on horseback flashy enough to impress a gleeman. War, for Saldaeans, is a family affair. Wives often ride to battle alongside their husbands, though they do not engage in combat themselves. Girls are not taught the sword, but are often skilled with knives or hand-to-hand fighting, and many stories tell of women taking up the swords of their fallen husbands to lead the men back into battle. In Saldaea, a highborn lady is expected to be able to ride to the hunt all day while reciting poetry, then play the cittern at night while participating intelligently in discussion of how to counter trolloc raids. Saldaean women usually wear dresses with high necklines and long sleeves. Highborn ladies usually wear silk or brocade, with embroidery along the sleeves and collar, while common women wear similar, if simplier styles, but in wool. Men wear coats with embroidery on sleeves and collar. Both men and women usually go armed with at least a dagger. Even Saldaean farm women are known to be fierce, and rumors tell of some of them shaving the head of any woman caught poaching another's chosen mate. Saldaean women, in addition to their strong wills and fierce natures, are also rumored to be quite sensual. They use 'fan talk' with lace or silk fans to convey messages to potential suitors, and though it has been outlawed by several Queens, and rumors are vehemently denied, high-born ladies are said to be adept in a form of dance known as the sa'sara. This dance, which has supposedly caused wars, and even stopped them, is said to make men's blood boil. Other Saldaean tidbits: * Trolloc raids are frequent in Saldaea. * The eldest Saldaean child of either sex is trained in accounting and trading and those duties required to manage an estate one day. * In Saldaea, men do the proposing of marriage. * A girl's mother must approve of the marriage. * The Queen is advised by a Council of Lords. * The Marshal-General carries a wolf-headed ivory baton as a symbol of his office. * People travel by snowshoes or skies in the winter in Saldaea. * Saldaeans ride smaller-than-average horses. See Also: Nations, Update |
:: Beginning |
.:. Sap Energy Spell |
-------------------Sap Energy-------------------- Please use syntax inform 'sap energy' for information on this weave. |
:: Beginning |
.:. SAVE |
To save, simply type the command <save>. This saves your character's current information to the MUDs databases. The game periodically auto-saves your character as well. If you wish to quit out of the MUD, simply type <quit>. Though it is suggested you save first. You do not need to put your items in a locker or rent anything to save your character. No matter where you are, if you quit out of the MUD you will log back in exactly as you left it. |
:: Beginning |
.:. SAY |
SAY This is the command used for IC (In Character) conversation in your immediate room. Using 'say' counts as role-playing, and we strongly encourage using 'emote' instead, as 'say' is somewhat outdated as a means of RP. > say <string> > say Hello! You say, 'Hello!' OSAY This is the command used for OOC (Out Of Character) conversation in your immediate room. > osay <string> > osay Hello! (OoC)-> Yourcharacter says, 'Hello!' See Also: Emote, OOC, IC, Rp, Channels |
:: Beginning |
.:. SCAN |
This command will scan all of the exits of the room you are in, up to three rooms distance away, listing all mobs or players visible. It will also display exits and their keywords. If it is dark, or you are in a dark area, this will not work. > scan See also: Lookahead |
:: Beginning |
.:. SCORE |
Usage: <score> The SCORE command displays a great deal of useful information about your character. Multiguild affiliations, Life, Endurance, Stats, Flows, EXP to your next level, Practices, Questpoints, Gold, etc. See also: Levels, Stats, Training, Flows |
:: Beginning |
.:. SCORE SHEET |
Usage: <score> The SCORE command displays a great deal of useful information about your character. Multiguild affiliations, Life, Endurance, Stats, Flows, EXP to your next level, Practices, Questpoints, Gold, etc. See also: Levels, Stats, Training, Flows |
:: Beginning |
.:. Scribe |
-------------------Scribe-------------------- SYNTAX : Scribe (Parchment) EXAMPLE: Scribe Fight Equipment List Description: This skill creates an exact copy of a parchment. See Also: Common |
:: Beginning |
.:. Seafolk Attitudes |
-------------------Seafolk Attitudes------------------- We're very close-mouthed with those who are not Sea Folk. We can be somewhat touchy until we get to know someone. We don't approve of "excessive revelry" We stick strictly to our hierarchy of rank--survival depends on obedience. Others see us as very secretive and aloof, to them, we are almost as mysterious as the Aiel, and many strange tales are told of us. In book 7, chapter 13, for example, Aviendha has read that the SF "never left their ships--never...and supposedly, they ate thier dead." They say that all we care about (and this might be true to a certain extent) is sailing and searching for the Coramoor. See Also: Seafolk, Seafolk Descriptions, Seafolk Ships, Seafolk Facts, Seafolk Equipment, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. Seafolk Clans |
-------------------Seafolk Clans-------------------- * Clan Cantorin * Clan Catelar * Clan Erian * Clan Jafar * Clan Jindor * Clan Parede * Clan Somarin * Clan Shodein * Clan Tremalking * Clan Togara * Clan Toral See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Ships, Seafolk Subranks, Seafolk Sayings |
:: Beginning |
.:. Seafolk Clothing |
-----------------Seafolk Descrripptiions------------------ We are not tall, of only average height. We have black hair, straight, but in rare cases, curly. We have dark skin. We are very very graceful, with a "rolling walk" from being on ships constantly. Thus, Sea Folk women have a reputation of being exceptionally beautiful and tempting. *Men go barefoot and bare-chested with tattoos. We have hand tattoos, men have a six-pointed star on right hand with marks of clan and line, women (and men, perhaps, it's uncertain) have stars and seabirds with stylized waves. Bilgecleander through First Mate will have no more than 2 pairs of earrings. Sailmistresses and Cargomasters have 4. Wavemistresses and Swordmasters have 5. MotS and MotB have 6 pairs. Windfinders have one less pair than their counterpart. All female higher ranks have a nose ring attached to earrings by chain with medallions hanging from it. THe more medallions, the higher the rank. The MotS has another chain linking all six earrings. No men have nose rings. Lower ranked women may, but no chains attached to earrings. Men (and women, but women less) wear thick gold and silver necklaces. This is also an indication of rank. The more, the higher the rank. High rank women, SM, WM, WF, and MotS wear a gold perfume box as a necklace. It emits a musky scent. Wavemistresses have two-tiered red parasol and her swordmaster has a single tiered red parasol (Don't ask me what for!!!!) Men are clean-shaven. Women wear no shirts when at sea. All sexes wear baggy breeches held up by colorful sashes. When near shore, women wear colorful low-cut blouses. Higher ranks have belt knives with gold wire inlays and decorative carving. See Also: Seafolk, Seafolk Ships, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. Seafolk Descriptions |
-----------------Seafolk Descrripptiions------------------ We are not tall, of only average height. We have black hair, straight, but in rare cases, curly. We have dark skin. We are very very graceful, with a "rolling walk" from being on ships constantly. Thus, Sea Folk women have a reputation of being exceptionally beautiful and tempting. *Men go barefoot and bare-chested with tattoos. We have hand tattoos, men have a six-pointed star on right hand with marks of clan and line, women (and men, perhaps, it's uncertain) have stars and seabirds with stylized waves. Bilgecleander through First Mate will have no more than 2 pairs of earrings. Sailmistresses and Cargomasters have 4. Wavemistresses and Swordmasters have 5. MotS and MotB have 6 pairs. Windfinders have one less pair than their counterpart. All female higher ranks have a nose ring attached to earrings by chain with medallions hanging from it. THe more medallions, the higher the rank. The MotS has another chain linking all six earrings. No men have nose rings. Lower ranked women may, but no chains attached to earrings. Men (and women, but women less) wear thick gold and silver necklaces. This is also an indication of rank. The more, the higher the rank. High rank women, SM, WM, WF, and MotS wear a gold perfume box as a necklace. It emits a musky scent. Wavemistresses have two-tiered red parasol and her swordmaster has a single tiered red parasol (Don't ask me what for!!!!) Men are clean-shaven. Women wear no shirts when at sea. All sexes wear baggy breeches held up by colorful sashes. When near shore, women wear colorful low-cut blouses. Higher ranks have belt knives with gold wire inlays and decorative carving. See Also: Seafolk, Seafolk Ships, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. Seafolk Equipment List |
-------------------Seafolk Equipment------------------- [feet] A pair of caulk boots with spiked soles - +4 dex +75 move +4 dam [feet] A silver-chased pair of black leather boots - +100move +4 damroll [wield] An ivory handled knife with a wave-shaped blade - 5d9 dam [shield] A crystaline blue shield with golden trim - +4 con +30 hp -40 AC [shield] A colourful fan depicting seabirds and crashing waves - +100 hp -40 AC [wrist] A silver bracelet with dangling fish and gull charm - +3 dex +3 con [wrist] An intricately carved ivory bracelet - -15 ac +4/+4 [light] A hurricane lantern that glows with luminescent light - +4 dex -25 AC [finger] A gold ring set with flower-shaped garnets - -15 ac +4/+4 [neck] A pendant in the Kandorian snowflake pattern - +2 cha -20 AC +4 luck [head] A pair of ivory hairpins carved into diving gulls - -20 AC +4/+4 [head] An exquisite veil made of Murandian lace - +2 int +2 wis -20 AC [head] A small pair of scholarly looking spectacles - +3 wis +50 hp -15 ac +2dr [arms] A silver serpent that entwines the upper arm - -25 AC +2/+2 [body] A handsome vest made of gold Shaaran silk - +20 hp -15 AC +3/+3 [body] A fine shirt made of a net-like mesh material - -30 AC +7/+7 [hands] A fine pair of suede gloves lined with maroon silk - +4 int +4 wis -10 AC [hands] A fine pair of suede gloves lined with green silk - +100 hp +100 move [hands] Gloves of shimmering black shaaran silk - -15 AC +3 Dam [about] A billowy cloak made of deep purple velvet - -20 ac +6 dam [hold] A seafolk jug of water water bucket - +25 hp +3 luck [hold] A porcelain figure - +100 mana +5 int [hold] A set of eight ivory dice with gold pips - Rollable [hold] An ornately carved whale tooth box - -15 ac +3 dam See Also: Seafolk, Seafolk Descriptions, Seafolk Ships, Seafolk Facts, Seafolk Attitudes, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SEAFOLK FACTS |
-------------------Seafolk Facts------------------- Father of Storms - The Dark One Non-sailors are 'shorebound' or 'shorefolk' To honor an elder or someone of higher rank, touch fingertips to forehead, lips and heart. We believe Aiel kill a man a day and tie men up for sex. Higher ranks wear sashes that are knotted intricately and hang to knees. When bargaining, if they come to you, you may bargain on YOUR terms, otherwise, it is the opposite. We trade a large amount of silk through Tear We trade ivory and silk that we buy from the lands beyond the Waste, an area noone knows much about, not even us. We are only allowed to dock in certain harbors which are walled and closely guarded. If any ship other than SF, or even an SF ship that goes where it's not allowed, disappears. We send a few girls to the Tower so Aes Sedai won't grow suspicious. We rarely go on land--men weep when they must serve ashore. We pay Gleeman well. It takes 7-10 days for an SF raker to sail to Tanchico from Tear. This is very very fast. The next fastest ship would take 15 days, and a coasting craft up to 100. We are divided into clans (These will be a subrank for Wavemistresses, Swordmasters, and 1st lvl Windfinders. Ships are subranks for everyone else.) We have an "oily potion" to help those who are seasick. The mainland is hundreds of miles to the east of Cantorin (a clan as well as an island--for us anyways, it's uncertain in the books). Cantorin Harbor is bowl shaped, and beyond the seawall is an inner harbor filled with SF ships. There's a mudflat near the harbour mouth. The island is governed by an SF governor (we don't have this, Mistress of the Ships will fill this position). The deepest part of the known sea is near Aile (clan and island) Somera. Tremalking Island has a stone hand 50n feet high holding a crystal sphere. Also, there is a huge female statue which is a sa'angreal on Tremalking. It has a male twin in Cairhien. We believe that we must be born and die on water, so a woman will find any way to be on water to give birth--whether it be on ship or rowboat. Corpses are given a burial at sea. We refuse to cross the Aryth Ocean because we say the Islands of the Dead are on the other side (I'm not sure how this would apply to mudlife, but hey! it's good to know, eh? *smile*) We refer to our ships as masculine (the reason why is in book 4 which I don't happen to have with me. It's chapter twenty something...) We do not charge for passage, we _require_ a gift of a value that is equal to the gift of passage. Also, we very very rarely accept Aes Sedai passengers and this decision (as with the decision to carry ANY passenger) is made by the Windfinder of the vessel, as she is the one in danger. Aes Sedai do not know of Windfinders, so the WF decides whether or not to put herself in danger of being discovered. We never take a ship further from the open sea than the nearest port. The crew of a ship is half female, half male. The Sailmistress and Windfinder of one vessel would honor their counter-parts on another vessel by bathing together, serving honeyed wine, and telling stories. Touching the heart with the fingertips is the salute of a deckhand (Bilgecleaner through First Mate for us) Kissing one's fingertips and touching them to another's lips is a gesture of honor between lovers, family members, and very close friends. See Also: Seafolk, Seafolk Descriptions, Seafolk Ships, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. Seafolk Ranking |
-------------------Seafolk Ranks-------------------- Bilgecleaner - This is only for demotion, so don't get in trouble!! Seafolk Child - Only for those who wish to RP as Seafolk children. Deckhand - Beginner's rank. Lookout - The next rank up, they watch the seas. Sailor - Next rank up. Shipmate - Next rank up. Second Mate - Next rank up. First Mate - Next rank up. Assistant Deckmaster - Assists the Deckmaster. Assistant Deckmaster - In charge of the deck. Cargomaster - This is the husband/partner of the Sailmistresses. He takes care of trade and defense of the ship, as well as responsibilities that the SM delegates to him. Sailmistress - She decides when and where the ship goes. Assistant Windfinder - She assists the Windfinder, and trains to possibly be one some day. Windfinder to the Shipmistress - She weaves the winds for the ship, and defers to the SM, BUT she decides who may or may not have the gift of passage. Swordmaster - He has the same duties as Cargomaster, but is a higher rank. Wavemistress - A WM may also be a Sailmistress, but Wavemistresses generally are the head of a clan. A good WM may be both, though. Master of the Blades - He controls all Cargomasters and Swordmasters. He takes care of trade and defense for the Mistress of the Ships. Mistress of the Ships - She is as a queen or ruler to the Sea Folk. Elder - Retired Seafolk. Alright, what is different here is that you will work in groups of three, once you gain rank. You really can't become a Sailmistress without a Cargomaster and a Windfinder. Then all lower ranks will be assigned to a particular ship and will be required to report to you. Sound good? Well, the SF are known to be EXTEMELY rigid about rank, so we will have to have a very strict pecking order here. Bear in mind that you're going to have to make your char in order to fit a certain role. Only Windfinders can channel and Cargomasters/Swordmasters must be good defenders/traders. (Sailmistresses who can channel will be allowed for now, but you'd better not channel icly. That's for your Windfinder) Oh yeah, no male channelers! (at least not icly!) If you really want a channeler, just keep it a secret and it shouldn't be a problem. See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Subranks, Seafolk Ships, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. Seafolk Ranks |
-------------------Seafolk Ranks-------------------- Bilgecleaner - This is only for demotion, so don't get in trouble!! Seafolk Child - Only for those who wish to RP as Seafolk children. Deckhand - Beginner's rank. Lookout - The next rank up, they watch the seas. Sailor - Next rank up. Shipmate - Next rank up. Second Mate - Next rank up. First Mate - Next rank up. Assistant Deckmaster - Assists the Deckmaster. Assistant Deckmaster - In charge of the deck. Cargomaster - This is the husband/partner of the Sailmistresses. He takes care of trade and defense of the ship, as well as responsibilities that the SM delegates to him. Sailmistress - She decides when and where the ship goes. Assistant Windfinder - She assists the Windfinder, and trains to possibly be one some day. Windfinder to the Shipmistress - She weaves the winds for the ship, and defers to the SM, BUT she decides who may or may not have the gift of passage. Swordmaster - He has the same duties as Cargomaster, but is a higher rank. Wavemistress - A WM may also be a Sailmistress, but Wavemistresses generally are the head of a clan. A good WM may be both, though. Master of the Blades - He controls all Cargomasters and Swordmasters. He takes care of trade and defense for the Mistress of the Ships. Mistress of the Ships - She is as a queen or ruler to the Sea Folk. Elder - Retired Seafolk. Alright, what is different here is that you will work in groups of three, once you gain rank. You really can't become a Sailmistress without a Cargomaster and a Windfinder. Then all lower ranks will be assigned to a particular ship and will be required to report to you. Sound good? Well, the SF are known to be EXTEMELY rigid about rank, so we will have to have a very strict pecking order here. Bear in mind that you're going to have to make your char in order to fit a certain role. Only Windfinders can channel and Cargomasters/Swordmasters must be good defenders/traders. (Sailmistresses who can channel will be allowed for now, but you'd better not channel icly. That's for your Windfinder) Oh yeah, no male channelers! (at least not icly!) If you really want a channeler, just keep it a secret and it shouldn't be a problem. See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Subranks, Seafolk Ships, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. Seafolk Sayings |
-----------------Seafolk Sayings------------------ "The Light be merciful to all who sail." "If it pleases the Light.." "The Light see us to safe docking" "The wave that has passed cannot be called back." "A split sail is split." "If it pleases the Light, all will be will, all will be well, and all manner of things will be well, if it pleases the Light." "I'll hoist them in their own rigging!" "The Light illumine his/her soul, and the waters take him/her peacefully." "The Light illumine you and your vessel, and send the winds to speed you." "By the nine winds and Stormbringer's beard!" "The welcome of my ship to you and the grace of the Light be upon you until you leave his decks." See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Ships, Seafolk Subranks, Seafolk Clans |
:: Beginning |
.:. SEAFOLK SHIPS |
-------------------Seafolk Ships-------------------- Darter - A small one to two mast ship. Soarer - A small sleek Sea Folk ship, with two masts raked back sharply and spars laid across them squarely. Soarers are fast and usually quite agile. Raker - A larger Sea Folk ship (easily a hundred paces long), with three towering masts amidships, and one shorter one on the raised sterndeck. It has a very narrow body. (similar to a giant splinter.) Skimmer - A large Sea Folk ship, usually similar in length to a Raker, but much wider with three masts. See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. Seafolk Subranking |
-------------------Seafolk Subranks-------------------- Windfinder Trainee- -Lookout -Sailor -Shipmate Circle- -Retired Windfinder See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Ships, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. Seafolk Subranks |
-------------------Seafolk Subranks-------------------- Windfinder Trainee- -Lookout -Sailor -Shipmate Circle- -Retired Windfinder See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Ships, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SEANCHAN |
(shawn-chan) Seanchan are descendants of the armies of Artur Hawkwing, the True High King. They have existed in their Empire across the Aryth Ocean for centuries, their culture and way of life growing to something vastly different from that found in the former countries of Artur's Empire. Now, as they promised long ago, they are returning to the lands of their Forefathers to reclaim what should never have been lost. Little is known for sure of the Seanchan except rumors. Their armor and strange creatures inspire fear in those that see them, and very few escape swearing their Oaths: To Obey the Forerunners, Await the Return, and Serve those who come home. Seanchan regard all those who do not obey their Oaths as enemies. Fearsome stories of how they take prisoner any woman able to channel, no matter how small the amount, and their ruthlessness in dealing punishment to those who oppose them are gradually spreading throughout the countries of the land. Recently, the Seanchan Empire has engaged in a concerted effort to retake the continent from which the Empire's rulers' ancestors hailed. This campaign is known as the Corenne in the Old Tongue or simply the Return. The Seanchan made their first attempt in The Great Hunt, when the Hailene seized the city of Falme and surrounding lands, but were driven back. Later, the Seanchan were successful in taking Tarabon, then continued their advance, taking Amadicia and Altara. They were finally halted in when the forces of Rand al'Thor, the Dragon Reborn, fought their invasion of Illian to a standstill. If you wish to include knowledge of the Seanchan in your character's background, wish to join the guild, wish to interact with the Seanchan guild, or simply would like learn more about the Seanchan out of character, please talk to one the guildleaders. |
:: Beginning |
.:. SEARCH |
This skill is designed to allow your character to search a room and locate any hidden or unwanted visitors or spies. Depending on your skill in this particular field, the hidden players in the room will be revealed. When a search is initiated, no one may sneak out of the room for a few moments. > search See also: Hide, Sneak |
:: Beginning |
.:. Sedai Ajahs |
-------------------------Ajahs-------------------------- All full Sisters (Aes Sedai) choose an Ajah, and they may choose from the following: Red Ajah: The Red tend to dislike men and search out and gentle men who are able to wield Saidin, believing this the only way to stop another Breaking. Blue Ajah: Aes Sedai of this Ajah tend to work for causes or quests. They believe by involving themselves in the world they can help remove the Shadow's spread, and thus prevent another Breaking. Green Ajah: The Green tend to love men and may hold bond with multiple warders. They are what is known as the Battle Ajah. They hold themselves ready for Tarmon Gai'don, the Last Battle, when light faces dark finally. Grey Ajah: These are peace-makers and mediators, involving themselves in the dealings of nations, as well as the Tower, to resolve conflict or ease it. Yellow Ajah: Think of little else but Healing. They strive to solve the problems, or limitations, of Healing in the current Age. They tend to be the strongest and most skilled Healers of all Aes Sedai. White Ajah: Logical and stoic, the White Ajah eschews the world and the value of worldly knowledge, devoting itself to questions of philosophy and truth. Brown Ajah: Devoting their lives to the unearthing of lost knowledges and wisdom. They tend to shut themselves off from the world in the process of scouring it for lost artifacts, etc. All but the Red Ajah and Green Ajah have one warder. The Red Sisters do not bond a Warder while the Green Ajah can have as many as she may desire (however limits may be imposed by the GL). See also: Template show 11, Aes Sedai |
:: Beginning |
.:. Sedai Requirements |
` -------------------Aes Sedai Requirements-------------------- The White Tower is the home of the Aes Sedai, Gaidin, and Tower Guard. Also counted within the Shining Walls are Novices, Accepted, Trainees, Servants, those seeking Asylum, and visiting scholars. Path 1 - Aes Sedai Only three templates for Aes Sedai; Born with the spark, Able to learn, or Wilder. Path 2 - Gaidin/Tower Guard/Bryne's Army Templates for these positions are almost endless, a few examples are: the Righteous, the Dutiful, the Cryptic, the Devoted, the Unemployed, the Obligated (if you would like information on these templates, or for examples of backgrounds please contact one of the White Tower GLs and we will gladly send them to you.) Path 3 - Visiting Scholar Path 4 - The Asylum Seeker Path 5 - The Servant The White Tower GLs WD Denaad - wardersmit@hotmail.com AS Rayenia - rayeniasedai@gmail.com AS Jezz - jypsie@gmail.com See Also: Ajahs, Aes Sedai, Channeler, Template Show 11 |
:: Beginning |
.:. SEDAIREQ |
Aes Sedai Guild Requirements -- 1) You must be at least level 5. 2) You must have either the Wilder, Active or Latent channeler Talents. Please consider this choice wisely. Wilder's are rare, and most oft they die, so if you choose a wilder character, consider that you have a possibility of dying before you even reach the tower. 3) You MUST have a well thought out description. 4) You must be code and IC female. 5) The Mindmastery Talent is highly recommended. 6) The Teaching Talent is recommended. 7) You MUST have a detailed background. 8) You must mail your APPLICATION for entering into the Sedai Guild to -both- Leane AND Siuan, the GL's. 9) You must gain 5 sponsors who mail both Leane AND Siuan of their sponsorship. _________________________________________________________________________ _ Information on Backgrounds: _ A background is merely your characters history. We would enjoy reading one that is fairly detailed. It need not be a ten page dissertation, but a nicely detailed one that is about a page or two would be appreciated (Or however long you feel is necessary to give a complete and all inclusive history of your character). The length of the background is not important, what is said in it is. So, do not worry if you feel your background is too short, or too long, if you include a detailed history of your characters life, then it is just fine. If the background sent in can not be approved, we'll tell you why and give you an opportunity to fix it. _________________________________________________________________________ _ Use this format when mailing in your APPLICATION to the Sedai Guild: _ 1. Name: 2. Level: 3. Code Requirements Fullfilled: [List if you are a Wilder, Active or Latent Channeler and any other talents listed above you have chosen.] 4. Character Description and any Alternative Description: [Enter your Character Description] 5. Character Background: [Enter your Character Background] _________________________________________________________________________ _ Guilding Procedure: _ o Once the application is approved, the assigned Mistress of Seekers will go and 'fetch' the seeker, ICly. o The Seeker is then guilded as a protectorate, and is given a total of two months to earn Sponsors with RP. The amount of Sponsors has changed to earning two (2) Aes Sedai Sponsors, one (1) Aes Sedai of a Higher Rank sponsor (GL, Sitter, MoN, MoA), and two (2) sponsors from anyone else in the Tower guild. A total of five (5) sponsors to earn. _________________________________________________________________________ _ Please keep in mind that the Sedai guild is very RP intensive. We teach code skills and code weaves but only in conjunction with rp. Each player character follows a unique path of study and rises in rank based on a syllabus of RP lessons and code skills/weaves. To advance from Novice to Accepted also requires an RP Test. To become a full Aes Sedai requires completion of the Accepted syllabus, an Accepted Project, an RP session, and a vote of acceptance from your chosen Ajah. _ I know that seeking sometimes is difficult, so I will give a personal recommendation. Just RP, RP anywhere and all the time. Aes Sedai members and Warder members have alts, and if they see a seeker RP'ing they can gauge your skill, your will, and your ability to grow with that alt and send in a sponsor letter or recommendation letter that way as well. So, just because you are not RP'ing with an Aes Sedai or a Warder, does not mean you are not doing sponsor RP right then and there. So, take heart and simply enjoy yourself, develop your character, and most of all, HAVE FUN! _ This has been a personal note by: Leane _ P.S. Please use the seeking code, type seek tower to be visible on our guild seek list. See also: sedai, ajahs |
:: Beginning |
.:. SedaiRequirements |
` -------------------Aes Sedai Requirements-------------------- The White Tower is the home of the Aes Sedai, Gaidin, and Tower Guard. Also counted within the Shining Walls are Novices, Accepted, Trainees, Servants, those seeking Asylum, and visiting scholars. Path 1 - Aes Sedai Only three templates for Aes Sedai; Born with the spark, Able to learn, or Wilder. Path 2 - Gaidin/Tower Guard/Bryne's Army Templates for these positions are almost endless, a few examples are: the Righteous, the Dutiful, the Cryptic, the Devoted, the Unemployed, the Obligated (if you would like information on these templates, or for examples of backgrounds please contact one of the White Tower GLs and we will gladly send them to you.) Path 3 - Visiting Scholar Path 4 - The Asylum Seeker Path 5 - The Servant The White Tower GLs WD Denaad - wardersmit@hotmail.com AS Rayenia - rayeniasedai@gmail.com AS Jezz - jypsie@gmail.com See Also: Ajahs, Aes Sedai, Channeler, Template Show 11 |
:: Beginning |
.:. SEEK |
A major part of the experience of playing a Moment in Tyme is seeking and becoming a member of a guild. Guilds on MiT are led by mortal Guild Leaders who oversee the guild and its members. In order to become a member of a guild, often times you must first seek it and attain sponsors through Roleplay. You can seek more than one guild at once. > seek <guild tag> > seek dd This causes you to seek a specific guild. Entering the command a second time causes you to stop seeking that guild. Note: when you stop seeking a guild, all of your sponsors for that guild are removed. See also: Seeker, Sponsor, Multiguild |
:: Beginning |
.:. SEEKER |
This command is for guild members only. It will list all of the players seeking your guild, as well as the current 'sponsor score' of each seeker. > seeker See also: Seek, Sponsor |
:: Beginning |
.:. SEEKING GUILDS |
A major part of the experience of playing a Moment in Tyme is seeking and becoming a member of a guild. Guilds on MiT are led by mortal Guild Leaders who oversee the guild and its members. In order to become a member of a guild, often times you must first seek it and attain sponsors through Roleplay. You can seek more than one guild at once. > seek <guild tag> > seek dd This causes you to seek a specific guild. Entering the command a second time causes you to stop seeking that guild. Note: when you stop seeking a guild, all of your sponsors for that guild are removed. See also: Seeker, Sponsor, Multiguild |
:: Beginning |
.:. Seeking Roleplay |
-----------------------[ RPSeek ]------------------------ This command shows you as seeking roleplay (Help Roleplay), when other players type 'where'. Syntax: RPSeek (info) Example: RPSeek Any roleplayer welcome. When players type 'RPSeek List' they will see: A) Which room you're currently in. B) Any information you put after 'RPSeek'. This command is not considered in character (Help IC), nor is the information it disclaims. But it is quite usefull in locating, or rather starting roleplay. To turn RPSeeking off, simply type 'RPSeek' a second time. If you set yourself to seek roleplaying in a room, then you move to another room for more than one tick, your seeking is automatically turned off. See also: Where, IC, Roleplay |
:: Beginning |
.:. SeekRP |
-----------------------[ RPSeek ]------------------------ This command shows you as seeking roleplay (Help Roleplay), when other players type 'where'. Syntax: RPSeek (info) Example: RPSeek Any roleplayer welcome. When players type 'RPSeek List' they will see: A) Which room you're currently in. B) Any information you put after 'RPSeek'. This command is not considered in character (Help IC), nor is the information it disclaims. But it is quite usefull in locating, or rather starting roleplay. To turn RPSeeking off, simply type 'RPSeek' a second time. If you set yourself to seek roleplaying in a room, then you move to another room for more than one tick, your seeking is automatically turned off. See also: Where, IC, Roleplay |
:: Beginning |
.:. SEIZE |
Currently, Moment in Tyme is in the process of a complete revision of the code for all actions. Until it is completed, there is no code channeling. As such the skills for doing it are disabled. They can still be taught through approved rp avenues and then set on the character by the appropriate immortals. |
:: Beginning |
.:. SELL |
If you have extra items that you would like to sell, you could sell them to a shopkeeper. Most shops specialize in what they buy, so you may have to look around to find one who will buy whatever it is you are trying to sell. > sell <item> The basic selling command. > sell <number> <item> > sell 3 sword This would sell the first three swords in your inventory. > sell 3.sword This would sell the third sword in your inventory. See also: Buy |
:: Beginning |
.:. SEND |
These commands are for Immortals and Guild Leaders only. > echo <string> This echoes a message to the room the one echoing is standing in. > gecho <string> Sends the message to the whole MUD. > qecho <string> Sends the message to those on the same Quest channel as the qechoer. > zecho <string> Sends the string to all players within 50 rooms distance. > send <player> <string> Sends the message to a single player. |
:: Beginning |
.:. SET |
Immortals Only set [file|player] <character> <field> <value> SET is an extremely powerful command, capable of setting dozens of aspects of characters, both players and mobiles. SET PLAYER forces set to look for a player and not a mobile; useful for players with lame names such as 'guard'. SET FILE lets you change players who are not logged on. If you use SET FILE on a player who IS logged on, your change will be lost. If you wish to set a player who is in the game but is linkless, use set twice -- once with the FILE argument, and once without -- to make sure that the change takes. For toggled fields, the value must be ON, OFF, YES, or NO. To see a list of set fields, enter set without arguments. > set {lists the set commands you may use} > set spamboy name Triannon {sets Spamboy's name to Triannon} See also: Stat, Setform, Setskill |
:: Beginning |
.:. SETSKILL |
Immortals Only setskill <victim> '<skill>' <value> SETSKILL sets a player's ability in a skill/spell to the specified value. > setskill hazezon 'kick' 90 See also: Set |
:: Beginning |
.:. SF Attitudes |
-------------------Seafolk Attitudes------------------- We're very close-mouthed with those who are not Sea Folk. We can be somewhat touchy until we get to know someone. We don't approve of "excessive revelry" We stick strictly to our hierarchy of rank--survival depends on obedience. Others see us as very secretive and aloof, to them, we are almost as mysterious as the Aiel, and many strange tales are told of us. In book 7, chapter 13, for example, Aviendha has read that the SF "never left their ships--never...and supposedly, they ate thier dead." They say that all we care about (and this might be true to a certain extent) is sailing and searching for the Coramoor. See Also: Seafolk, Seafolk Descriptions, Seafolk Ships, Seafolk Facts, Seafolk Equipment, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SF Clans |
-------------------Seafolk Clans-------------------- * Clan Cantorin * Clan Catelar * Clan Erian * Clan Jafar * Clan Jindor * Clan Parede * Clan Somarin * Clan Shodein * Clan Tremalking * Clan Togara * Clan Toral See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Ships, Seafolk Subranks, Seafolk Sayings |
:: Beginning |
.:. SF Clothing |
-----------------Seafolk Descrripptiions------------------ We are not tall, of only average height. We have black hair, straight, but in rare cases, curly. We have dark skin. We are very very graceful, with a "rolling walk" from being on ships constantly. Thus, Sea Folk women have a reputation of being exceptionally beautiful and tempting. *Men go barefoot and bare-chested with tattoos. We have hand tattoos, men have a six-pointed star on right hand with marks of clan and line, women (and men, perhaps, it's uncertain) have stars and seabirds with stylized waves. Bilgecleander through First Mate will have no more than 2 pairs of earrings. Sailmistresses and Cargomasters have 4. Wavemistresses and Swordmasters have 5. MotS and MotB have 6 pairs. Windfinders have one less pair than their counterpart. All female higher ranks have a nose ring attached to earrings by chain with medallions hanging from it. THe more medallions, the higher the rank. The MotS has another chain linking all six earrings. No men have nose rings. Lower ranked women may, but no chains attached to earrings. Men (and women, but women less) wear thick gold and silver necklaces. This is also an indication of rank. The more, the higher the rank. High rank women, SM, WM, WF, and MotS wear a gold perfume box as a necklace. It emits a musky scent. Wavemistresses have two-tiered red parasol and her swordmaster has a single tiered red parasol (Don't ask me what for!!!!) Men are clean-shaven. Women wear no shirts when at sea. All sexes wear baggy breeches held up by colorful sashes. When near shore, women wear colorful low-cut blouses. Higher ranks have belt knives with gold wire inlays and decorative carving. See Also: Seafolk, Seafolk Ships, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SF Descriptions |
-----------------Seafolk Descrripptiions------------------ We are not tall, of only average height. We have black hair, straight, but in rare cases, curly. We have dark skin. We are very very graceful, with a "rolling walk" from being on ships constantly. Thus, Sea Folk women have a reputation of being exceptionally beautiful and tempting. *Men go barefoot and bare-chested with tattoos. We have hand tattoos, men have a six-pointed star on right hand with marks of clan and line, women (and men, perhaps, it's uncertain) have stars and seabirds with stylized waves. Bilgecleander through First Mate will have no more than 2 pairs of earrings. Sailmistresses and Cargomasters have 4. Wavemistresses and Swordmasters have 5. MotS and MotB have 6 pairs. Windfinders have one less pair than their counterpart. All female higher ranks have a nose ring attached to earrings by chain with medallions hanging from it. THe more medallions, the higher the rank. The MotS has another chain linking all six earrings. No men have nose rings. Lower ranked women may, but no chains attached to earrings. Men (and women, but women less) wear thick gold and silver necklaces. This is also an indication of rank. The more, the higher the rank. High rank women, SM, WM, WF, and MotS wear a gold perfume box as a necklace. It emits a musky scent. Wavemistresses have two-tiered red parasol and her swordmaster has a single tiered red parasol (Don't ask me what for!!!!) Men are clean-shaven. Women wear no shirts when at sea. All sexes wear baggy breeches held up by colorful sashes. When near shore, women wear colorful low-cut blouses. Higher ranks have belt knives with gold wire inlays and decorative carving. See Also: Seafolk, Seafolk Ships, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SF EQ List |
-------------------Seafolk Equipment------------------- [feet] A pair of caulk boots with spiked soles - +4 dex +75 move +4 dam [feet] A silver-chased pair of black leather boots - +100move +4 damroll [wield] An ivory handled knife with a wave-shaped blade - 5d9 dam [shield] A crystaline blue shield with golden trim - +4 con +30 hp -40 AC [shield] A colourful fan depicting seabirds and crashing waves - +100 hp -40 AC [wrist] A silver bracelet with dangling fish and gull charm - +3 dex +3 con [wrist] An intricately carved ivory bracelet - -15 ac +4/+4 [light] A hurricane lantern that glows with luminescent light - +4 dex -25 AC [finger] A gold ring set with flower-shaped garnets - -15 ac +4/+4 [neck] A pendant in the Kandorian snowflake pattern - +2 cha -20 AC +4 luck [head] A pair of ivory hairpins carved into diving gulls - -20 AC +4/+4 [head] An exquisite veil made of Murandian lace - +2 int +2 wis -20 AC [head] A small pair of scholarly looking spectacles - +3 wis +50 hp -15 ac +2dr [arms] A silver serpent that entwines the upper arm - -25 AC +2/+2 [body] A handsome vest made of gold Shaaran silk - +20 hp -15 AC +3/+3 [body] A fine shirt made of a net-like mesh material - -30 AC +7/+7 [hands] A fine pair of suede gloves lined with maroon silk - +4 int +4 wis -10 AC [hands] A fine pair of suede gloves lined with green silk - +100 hp +100 move [hands] Gloves of shimmering black shaaran silk - -15 AC +3 Dam [about] A billowy cloak made of deep purple velvet - -20 ac +6 dam [hold] A seafolk jug of water water bucket - +25 hp +3 luck [hold] A porcelain figure - +100 mana +5 int [hold] A set of eight ivory dice with gold pips - Rollable [hold] An ornately carved whale tooth box - -15 ac +3 dam See Also: Seafolk, Seafolk Descriptions, Seafolk Ships, Seafolk Facts, Seafolk Attitudes, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SF FACTS |
-------------------Seafolk Facts------------------- Father of Storms - The Dark One Non-sailors are 'shorebound' or 'shorefolk' To honor an elder or someone of higher rank, touch fingertips to forehead, lips and heart. We believe Aiel kill a man a day and tie men up for sex. Higher ranks wear sashes that are knotted intricately and hang to knees. When bargaining, if they come to you, you may bargain on YOUR terms, otherwise, it is the opposite. We trade a large amount of silk through Tear We trade ivory and silk that we buy from the lands beyond the Waste, an area noone knows much about, not even us. We are only allowed to dock in certain harbors which are walled and closely guarded. If any ship other than SF, or even an SF ship that goes where it's not allowed, disappears. We send a few girls to the Tower so Aes Sedai won't grow suspicious. We rarely go on land--men weep when they must serve ashore. We pay Gleeman well. It takes 7-10 days for an SF raker to sail to Tanchico from Tear. This is very very fast. The next fastest ship would take 15 days, and a coasting craft up to 100. We are divided into clans (These will be a subrank for Wavemistresses, Swordmasters, and 1st lvl Windfinders. Ships are subranks for everyone else.) We have an "oily potion" to help those who are seasick. The mainland is hundreds of miles to the east of Cantorin (a clan as well as an island--for us anyways, it's uncertain in the books). Cantorin Harbor is bowl shaped, and beyond the seawall is an inner harbor filled with SF ships. There's a mudflat near the harbour mouth. The island is governed by an SF governor (we don't have this, Mistress of the Ships will fill this position). The deepest part of the known sea is near Aile (clan and island) Somera. Tremalking Island has a stone hand 50n feet high holding a crystal sphere. Also, there is a huge female statue which is a sa'angreal on Tremalking. It has a male twin in Cairhien. We believe that we must be born and die on water, so a woman will find any way to be on water to give birth--whether it be on ship or rowboat. Corpses are given a burial at sea. We refuse to cross the Aryth Ocean because we say the Islands of the Dead are on the other side (I'm not sure how this would apply to mudlife, but hey! it's good to know, eh? *smile*) We refer to our ships as masculine (the reason why is in book 4 which I don't happen to have with me. It's chapter twenty something...) We do not charge for passage, we _require_ a gift of a value that is equal to the gift of passage. Also, we very very rarely accept Aes Sedai passengers and this decision (as with the decision to carry ANY passenger) is made by the Windfinder of the vessel, as she is the one in danger. Aes Sedai do not know of Windfinders, so the WF decides whether or not to put herself in danger of being discovered. We never take a ship further from the open sea than the nearest port. The crew of a ship is half female, half male. The Sailmistress and Windfinder of one vessel would honor their counter-parts on another vessel by bathing together, serving honeyed wine, and telling stories. Touching the heart with the fingertips is the salute of a deckhand (Bilgecleaner through First Mate for us) Kissing one's fingertips and touching them to another's lips is a gesture of honor between lovers, family members, and very close friends. See Also: Seafolk, Seafolk Descriptions, Seafolk Ships, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SF Ranking |
-------------------Seafolk Ranks-------------------- Bilgecleaner - This is only for demotion, so don't get in trouble!! Seafolk Child - Only for those who wish to RP as Seafolk children. Deckhand - Beginner's rank. Lookout - The next rank up, they watch the seas. Sailor - Next rank up. Shipmate - Next rank up. Second Mate - Next rank up. First Mate - Next rank up. Assistant Deckmaster - Assists the Deckmaster. Assistant Deckmaster - In charge of the deck. Cargomaster - This is the husband/partner of the Sailmistresses. He takes care of trade and defense of the ship, as well as responsibilities that the SM delegates to him. Sailmistress - She decides when and where the ship goes. Assistant Windfinder - She assists the Windfinder, and trains to possibly be one some day. Windfinder to the Shipmistress - She weaves the winds for the ship, and defers to the SM, BUT she decides who may or may not have the gift of passage. Swordmaster - He has the same duties as Cargomaster, but is a higher rank. Wavemistress - A WM may also be a Sailmistress, but Wavemistresses generally are the head of a clan. A good WM may be both, though. Master of the Blades - He controls all Cargomasters and Swordmasters. He takes care of trade and defense for the Mistress of the Ships. Mistress of the Ships - She is as a queen or ruler to the Sea Folk. Elder - Retired Seafolk. Alright, what is different here is that you will work in groups of three, once you gain rank. You really can't become a Sailmistress without a Cargomaster and a Windfinder. Then all lower ranks will be assigned to a particular ship and will be required to report to you. Sound good? Well, the SF are known to be EXTEMELY rigid about rank, so we will have to have a very strict pecking order here. Bear in mind that you're going to have to make your char in order to fit a certain role. Only Windfinders can channel and Cargomasters/Swordmasters must be good defenders/traders. (Sailmistresses who can channel will be allowed for now, but you'd better not channel icly. That's for your Windfinder) Oh yeah, no male channelers! (at least not icly!) If you really want a channeler, just keep it a secret and it shouldn't be a problem. See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Subranks, Seafolk Ships, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SF Sayings |
-----------------Seafolk Sayings------------------ "The Light be merciful to all who sail." "If it pleases the Light.." "The Light see us to safe docking" "The wave that has passed cannot be called back." "A split sail is split." "If it pleases the Light, all will be will, all will be well, and all manner of things will be well, if it pleases the Light." "I'll hoist them in their own rigging!" "The Light illumine his/her soul, and the waters take him/her peacefully." "The Light illumine you and your vessel, and send the winds to speed you." "By the nine winds and Stormbringer's beard!" "The welcome of my ship to you and the grace of the Light be upon you until you leave his decks." See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Ships, Seafolk Subranks, Seafolk Clans |
:: Beginning |
.:. SF SHIPS |
-------------------Seafolk Ships-------------------- Darter - A small one to two mast ship. Soarer - A small sleek Sea Folk ship, with two masts raked back sharply and spars laid across them squarely. Soarers are fast and usually quite agile. Raker - A larger Sea Folk ship (easily a hundred paces long), with three towering masts amidships, and one shorter one on the raised sterndeck. It has a very narrow body. (similar to a giant splinter.) Skimmer - A large Sea Folk ship, usually similar in length to a Raker, but much wider with three masts. See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Subranks, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SF Subranking |
-------------------Seafolk Subranks-------------------- Windfinder Trainee- -Lookout -Sailor -Shipmate Circle- -Retired Windfinder See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Ships, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SF Subranks |
-------------------Seafolk Subranks-------------------- Windfinder Trainee- -Lookout -Sailor -Shipmate Circle- -Retired Windfinder See Also: Seafolk, Seafolk Descriptions, Seafolk Facts, Seafolk EQ, Seafolk Attitudes, Seafolk Ranks, Seafolk Ships, Seafolk Clans, Seafolk Sayings |
:: Beginning |
.:. SHA |
The Asha'man Guild consists of the Lord Dragon Reborn's male channelers and those who live around them on the grounds of the Black Tower. They are the only source of training for male channelers except for the Shadow. The Asha'man themselves are easily recognizable by their pure black uniforms and the pins at the collar of their officers and underofficers. They have a fearsome reputation because the Taint upon Saidin meant that they were destined to go mad, and few want to be around someone so powerful when they may become insane at any moment. Those wishing to join the Asha'man must do the following: * Have a clear understanding of the Wheel of Time channeling system, or be willing to learn. * Be a male channeler. * Have a description which fits into the world of the Wheel of Time. * Submit a character background for approval by the Asha'man leadership. Send all background submissions to the GL via mudmail. * RP with and get the sponsorship of one Asha'man ranked Soldier or above. The more sponsors, the better. Anyone wishing to play some member of the Black Tower besides an Asha'man should send an application to the GL. (Check wizlist or GLList) For all backgrounds, please remember that men who have channeled before joining the Asha'man are a rarity. Most men simply wish to serve the Lord Dragon or take advantage of the Amnesty he has proclaimed. Also, please try to stay away from stereotypical backgrounds involving killing the Trollocs who slaughtered your family and fleeing the scene with your family's jeweled sword and hidden stash of coin. Template Show 2 also has information on the seeking process for the Asha'man guild. See Also: Black Tower, Channeling, Saidin, Wilder, Latent |
:: Beginning |
.:. SHADOW MELD |
This is a command only available to those in the Forsaken guild. It is a form of invisibility that cannot be seen through by any mortal. > shadowmeld |
:: Beginning |
.:. SHADOWMELD |
This is a command only available to those in the Forsaken guild. It is a form of invisibility that cannot be seen through by any mortal. > shadowmeld |
:: Beginning |
.:. Shadowspawn |
Bizzare creations of twisted minds among the Shadow's minions, shadowspawn are near mindless automatons, the shock troops and general army of the Shadow. Some possess the ability to fly, others are capable of walking through the very shaodws themselves, while still others are near indestructable or possess superhuman strength. Legends surrounding the shadowspawn are vast and often used to terrorize little children into minding their elders. Joining the Shadowspawn Shadowspawn characters can exist in the game, however, they are "pre-made" character files which are the property of the Shadow Department. No one may apply to play a shadowspawn from creation. There are times when it may be appropriate for an existing character to "become" shadowspawn, but this is an extremely rare occurance. If you have interest in playing a shadowspawn, contact the Shadow Immortals via mudmail for the most up-to-date situation regarding shadowspawn availability or watch for public posts on the proj show. |
:: Beginning |
.:. SHEET |
Usage: <score> The SCORE command displays a great deal of useful information about your character. Multiguild affiliations, Life, Endurance, Stats, Flows, EXP to your next level, Practices, Questpoints, Gold, etc. See also: Levels, Stats, Training, Flows |
:: Beginning |
.:. SHOPS |
Shops are places where the adventurer may purchase equipment for his quests, and where he may sell his treasure if he should manage to survive the perils with his life and sanity intact. Many shops trade only in a specific type of merchandise. Thus, a baker may well refuse to buy your armor, even if it is of high quality! To some people, the prospect of obtaining the entire inventory of a shop by murdering the keeper may appear tempting - but beware: The shopkeepers are often rugged, capable men; roughened by years of trading and, indeed, surviving in a world where the only safe prospect is death in the end. See also: Buy, Sell, Shops, Value |
:: Beginning |
.:. SHOUT |
Shout is currently disabled. |
:: Beginning |
.:. SHOW |
Immortals Only show <mode> [argument] The SHOW command displays information. Some modes of show require additional information, such as a player name. Show without any arguments shows a list of valid modes. See also: Stat, Showskill |
:: Beginning |
.:. SHOWSKILLS |
Immortals Only showskills <victim> The SHOWSKILLS command displays the skills/spells/talents of a player. > showskills delgrades forms <victim> The FORMS command displays the forms of a player. > forms delgrades See also: Stat |
:: Beginning |
.:. showsticky |
Usage: slapsticky <message> showsticky <number> yanksticky <number> Sticknotes are a way for Immortals to leave notes in certain rooms for themselves, or others to see. I. E. A reminder for a trigger to be made. SLAPSTICKY will automatically put you into the editor for a stickynote's message, or you can type your message in right after the command. (i. e. slapsticky I need a trigger here.) SHOWSTICKY will list all stickynotes in the room that you are in, where SHOWSTICKY # will show you the particular sticky note of that number. YANKSTICKY <#> will delete the sticky note with that number. |
:: Beginning |
.:. SHUTDOW |
Just to prevent accidental quittings and/or shutdowns. This command doesn't DO anything, it simply is. |
:: Beginning |
.:. SHUTDOWN |
Immortals Only shutdown shuts the MUD down. It no longer as or accepts any arguments. The MUD will stay down for 15 seconds, and then attempt to reboot via the auto-run script. If you do not wish the MUD to try and reboot someone with code access must go in and kill the process 'autorun'. |
:: Beginning |
.:. SIGNAL |
Multiguild Guildskill This skill allows the user to send a signal that will be heard throughout the zone that he/she is in. It is a completely IC skill, and its use is considered IC. Any guild using it designates its own system of signals to be employed its members. The signal is in the form of a horn, with x long notes being sounded, and y short notes being sounded. USAGE: signal <# of long notes> <# of short notes> EXAMPLE: signal 1 2 |
:: Beginning |
.:. Silver Crown |
The official monetary system for the Wheel of Time according to Robert Jordan himself (remember, of course, that coins of the same denomination from different countries are often different weights and hence, different values): 10 copper pennies = one silver penny. 100 silver pennies = one silver mark. 10 silver marks = one silver crown. 10 silver crowns = one gold mark. 10 gold marks = one gold crown. A Moment in Tyme currently uses 'gold' as the monetary unit. This does not translate nicely to Wheel of Time terms and will be changed in the future. The command to see how much gold you have on hand is: gold Example: > gold You have 500 gold marks. See also: Bank, Shops, List |
:: Beginning |
.:. Silver Mark |
The official monetary system for the Wheel of Time according to Robert Jordan himself (remember, of course, that coins of the same denomination from different countries are often different weights and hence, different values): 10 copper pennies = one silver penny. 100 silver pennies = one silver mark. 10 silver marks = one silver crown. 10 silver crowns = one gold mark. 10 gold marks = one gold crown. A Moment in Tyme currently uses 'gold' as the monetary unit. This does not translate nicely to Wheel of Time terms and will be changed in the future. The command to see how much gold you have on hand is: gold Example: > gold You have 500 gold marks. See also: Bank, Shops, List |
:: Beginning |
.:. Silver Pennies |
The official monetary system for the Wheel of Time according to Robert Jordan himself (remember, of course, that coins of the same denomination from different countries are often different weights and hence, different values): 10 copper pennies = one silver penny. 100 silver pennies = one silver mark. 10 silver marks = one silver crown. 10 silver crowns = one gold mark. 10 gold marks = one gold crown. A Moment in Tyme currently uses 'gold' as the monetary unit. This does not translate nicely to Wheel of Time terms and will be changed in the future. The command to see how much gold you have on hand is: gold Example: > gold You have 500 gold marks. See also: Bank, Shops, List |
:: Beginning |
.:. Silver Penny |
The official monetary system for the Wheel of Time according to Robert Jordan himself (remember, of course, that coins of the same denomination from different countries are often different weights and hence, different values): 10 copper pennies = one silver penny. 100 silver pennies = one silver mark. 10 silver marks = one silver crown. 10 silver crowns = one gold mark. 10 gold marks = one gold crown. A Moment in Tyme currently uses 'gold' as the monetary unit. This does not translate nicely to Wheel of Time terms and will be changed in the future. The command to see how much gold you have on hand is: gold Example: > gold You have 500 gold marks. See also: Bank, Shops, List |
:: Beginning |
.:. SIP |
None of the Eat, Drink, Sip or Taste commands have any bearing on the MUD as all Hunger/Thirst code was removed from the game. |
:: Beginning |
.:. SIT |
These are used to change your position. While you are sitting, resting or sleeping, you will regain Life and Endurance at an increased rate, with sleeping being the fastest. If sleeping, you must wake, and then stand in order to get up. If sitting or resting, simply standing will suffice. See also: Life, Endurance |
:: Beginning |
.:. SITEFOR |
Immortals Only sitefor <victim> Displays the site for the specified player. Obsolete. |
:: Beginning |
.:. SKILL PRECONDITIONS |
Skills and weaves sometimes have requirements that must be met in order for a player to be able to learn that skill or weave. Requiring a player to sometimes have to learn other skills/weaves before they are able to learn one that is more advanced. To see the requirements (if any) of a skill/weave you desire, use the <inform> command. See also: Inform |
:: Beginning |
.:. SKILL PREREQUISITSES |
Skills and weaves sometimes have requirements that must be met in order for a player to be able to learn that skill or weave. Requiring a player to sometimes have to learn other skills/weaves before they are able to learn one that is more advanced. To see the requirements (if any) of a skill/weave you desire, use the <inform> command. See also: Inform |
:: Beginning |
.:. SKILL REQUIREMENTS |
Skills and weaves sometimes have requirements that must be met in order for a player to be able to learn that skill or weave. Requiring a player to sometimes have to learn other skills/weaves before they are able to learn one that is more advanced. To see the requirements (if any) of a skill/weave you desire, use the <inform> command. See also: Inform |
:: Beginning |
.:. SKILLS |
The skills on a Moment in Tyme represent the degree of ability your character has to perform certain actions. Things like Sneak, which represents your ability to move stealthily. If this skill is at a low percentage, it means you do not have very much skill at stealth and should Roleplay your character accordingly. Skills are all taught player to player. You need only Roleplay to learn them, if you can find a willing teacher. All characters must have in code any skill they roleplay having the ability to use. If you do not have a code skill listed, you cannot RP having the skill. Check your list of skills by simply typing 'skills'. |
:: Beginning |
.:. SKILLSET |
Immortals Only setskill <victim> '<skill>' <value> SETSKILL sets a player's ability in a skill/spell to the specified value. > setskill hazezon 'kick' 90 See also: Set |
:: Beginning |
.:. slapsticky |
Usage: slapsticky <message> showsticky <number> yanksticky <number> Sticknotes are a way for Immortals to leave notes in certain rooms for themselves, or others to see. I. E. A reminder for a trigger to be made. SLAPSTICKY will automatically put you into the editor for a stickynote's message, or you can type your message in right after the command. (i. e. slapsticky I need a trigger here.) SHOWSTICKY will list all stickynotes in the room that you are in, where SHOWSTICKY # will show you the particular sticky note of that number. YANKSTICKY <#> will delete the sticky note with that number. |
:: Beginning |
.:. SLAY |
Immortals Only slay <victim> SLAY chops the victim to little pieces, sending him to the Palm of the Creator. The victim loses 5000 experience points and all the gold he is carrying. SLAY should only be used in disciplinary cases, and then only with extreme reserve. See also: Purge |
:: Beginning |
.:. SLEEPING |
These are used to change your position. While you are sitting, resting or sleeping, you will regain Life and Endurance at an increased rate, with sleeping being the fastest. If sleeping, you must wake, and then stand in order to get up. If sitting or resting, simply standing will suffice. See also: Life, Endurance |
:: Beginning |
.:. SLICE |
Slicing a weave is a defensive technique that interrupts another channeler's weave by severing the flows used to create it. This results in a snap-back that physically impacts the channeler whose weave has been sliced. The construction of the slicing weave varies by channeler gender. For code purposes, when implemented, a channeler activating the autocut toggle will automatically attempt to slice, or cut, any incoming, hostile weaves. See also: Autocut |
:: Beginning |
.:. SLOWNS |
Immortals Only Toggles the nameserver_is_slow setting. See circle/src/config.c for more information. |
:: Beginning |
.:. SNIFFING |
This talent allows one so gifted to actually sniff out violence and track those who have hurt or killed through violent means. It is available only through application. Inquiries towards gaining this talent should be directed to the Storytelling Imms. |
:: Beginning |
.:. SNOOP |
Immortals Only Snoop allows you to listen in on another player's session; everything the player sees or types will be displayed on your terminal preceded by a '%'. Obviously, there are many ethical considerations to the use of this command; snoop should be used minimally, and only for disciplinary purposes. Type snoop <your name> to stop snooping. |
:: Beginning |
.:. SNOWBALL |
Immortals Only Snowball is just a social -- it prints a funny message, and nothing more. |
:: Beginning |
.:. SOCIALS |
Socials in this day and age on Moments in Tyme are Out of Character, for the most part. Very few people, if any, use them to actually express their character's actions or attitude in an IC manner. It is much prefered to EMOTE or PEMOTE these things instead. Socials are better used for OOC fun among friends. For a list of the MUDs socials, simply type <socials>. > <social> <victim> You may type socials without a target, with another player as the target, or with <self> as the target, to use the social on yourself. See also: Emote, Pemote |
:: Beginning |
.:. SOURCE |
See: Help Channeling for more information on this subject. |
:: Beginning |
.:. SOUTH |
In order to move from place to place on this MUD there are six directions you need to be very familiar with. UP, DOWN, EAST, WEST, NORTH, and SOUTH. These will take you in whichever direction you want, assuming there is an exit in that direction from the room you are currently in. These can all be abreviated to: n, s, e, w, u d. See also: Move, Stats |
:: Beginning |
.:. SP |
Bizzare creations of twisted minds among the Shadow's minions, shadowspawn are near mindless automatons, the shock troops and general army of the Shadow. Some possess the ability to fly, others are capable of walking through the very shaodws themselves, while still others are near indestructable or possess superhuman strength. Legends surrounding the shadowspawn are vast and often used to terrorize little children into minding their elders. Joining the Shadowspawn Shadowspawn characters can exist in the game, however, they are "pre-made" character files which are the property of the Shadow Department. No one may apply to play a shadowspawn from creation. There are times when it may be appropriate for an existing character to "become" shadowspawn, but this is an extremely rare occurance. If you have interest in playing a shadowspawn, contact the Shadow Immortals via mudmail for the most up-to-date situation regarding shadowspawn availability or watch for public posts on the proj show. |
:: Beginning |
.:. SPAM |
See 'policy playnice'. Have a nice day. See also: Policy Playnice |
:: Beginning |
.:. SPARKER |
Any man or woman who has touched the One Power without having been guided and taught the proper way to channel, is referred to as a Wilder. These people have "blocks" in order to prevent them from accessing their abilities consciously, and they cannot channel voluntarily until and unless it is broken. Those who would become Wilders in time, but have not yet touched the One Power are known as Sparkers. The "blockbreak" skill is only able to be gained by channelers guilded in the channeling guilds. However, if you find someone willing to roleplay breaking your block you do not have to be guilded in order to have it broken. See also: Channeler, Channeling, Latent |
:: Beginning |
.:. Spell Firestorm |
-------------------Firestorm-------------------- Please use syntax inform 'firestorm' for information about this weave. |
:: Beginning |
.:. Spell Glamour |
-------------------Glamour-------------------- Please use syntax inform 'glamour' for information on this weave. |
:: Beginning |
.:. Spell Implode |
-------------------Implode-------------------- Please use syntax inform 'implode' to see information about this weave. Implode is reserved for use by the Asha'man guild. |
:: Beginning |
.:. Spell Infrigidation |
-------------------Infrigidation-------------------- Please use syntax inform 'infrigidation' for information on this weave. |
:: Beginning |
.:. Spell Invigorate |
-------------------Invigorate-------------------- Please use syntax inform 'invigorate' for information on this weave. |
:: Beginning |
.:. Spell Mirror of Mists |
-------------------Mirror of Mists-------------------- Please use syntax inform 'mirror of mists' for information on this weave. |
:: Beginning |
.:. SPELL PRECONDITIONS |
Skills and weaves sometimes have requirements that must be met in order for a player to be able to learn that skill or weave. Requiring a player to sometimes have to learn other skills/weaves before they are able to learn one that is more advanced. To see the requirements (if any) of a skill/weave you desire, use the <inform> command. See also: Inform |
:: Beginning |
.:. SPELL PREREQUISITES |
Skills and weaves sometimes have requirements that must be met in order for a player to be able to learn that skill or weave. Requiring a player to sometimes have to learn other skills/weaves before they are able to learn one that is more advanced. To see the requirements (if any) of a skill/weave you desire, use the <inform> command. See also: Inform |
:: Beginning |
.:. SPELL REQUIREMENTS |
Skills and weaves sometimes have requirements that must be met in order for a player to be able to learn that skill or weave. Requiring a player to sometimes have to learn other skills/weaves before they are able to learn one that is more advanced. To see the requirements (if any) of a skill/weave you desire, use the <inform> command. See also: Inform |
:: Beginning |
.:. Spell Sap Energy |
-------------------Sap Energy-------------------- Please use syntax inform 'sap energy' for information on this weave. |
:: Beginning |
.:. Spell Turn Fate |
-------------------Turn Fate-------------------- Please use syntax inform 'turn fate' for information on this weave. |
:: Beginning |
.:. Spell Twist Fate |
-------------------Twist Fate-------------------- Please use syntax inform 'twist fate' for information on this weave. |
:: Beginning |
.:. SPELLINFO |
Immortals Only spellinfo '<spell>' This command displays information about a spell or skill. It is more powerful than Inform. |
:: Beginning |
.:. SPELLS |
If you posess the ability to channel you can learn various weaves, magical spells. In order to learn a weave, you must first make sure you meet its preconditions, then you must find a teacher. Weaves and other channeling skills are taught player to player. See also: Skills |
:: Beginning |
.:. SPIRIT |
Your flowstrengths reflect your proficiency in the five flows (air, water, spirit, fire, earth). Generally, men are stronger in fire and earth, and women are stronger in air and water. Flowstrengths are used as preconditions for various spells. Air: Air is used to gain spells such as wrap, gag, etc. Water: Water is the flow needed for spells like create water, waterwalk, and so on. Spirit: Spirit is needed to use such spells as shield, gentle, etc. Earth: Earth is required for weaves along the lines of earthquake. Fire: Fire is the flow needed to manipulate spells such as slice weave, fireball, etc. The higher your flows are, the better. Higher flows allow you to cut weaves much easier. So, for example, if someone attempted to weave wrap upon you and their flow of Air was lower than yours, you would stand a greater chance of slicing their weave than they would have at succeeding at it. That is, of course, if you have the slice weave spell. To raise a flow from: 1 - 10 1 practice raises 3 points 11 - 20 1 practice raises 2 points 21 - 30 1 practice raises 1 point 31 - 40 2 practices raises 1 point 41 - 50 3 practices raises 1 point See also: Training, Stats, Score |
:: Beginning |
.:. SPONSOR |
Sponsoring allows a guild member to sponsor seekers who might be seeking their guild. You can sponsor someone whether they are online or not, or withdraw your sponsorship if you change your mind. Sponsorship now has a score that you assign any given seeker that pertains to what level of quality you think they have. The score ranges from 1 to 5. It is up to your GL to assign the meanings to these numbers. > sponsor <player> <score> > sponsor loth 5 This would sponsor Loth with a score of 5, be that good or bad. You can change your score at any time. > sponsor loth Entering the same command without entering the score removes your sponsorship of the player. For GLs Only: The workings of 'sponsor <name> <score>' are the same for GLs, as for non-GLs. However, if a GL enters <sponsor name> with no score argument, the results depend on whether the person is in your guild. In addition to this, a GL has a few extra commands available pertaining to seekers. > sponsor <guildmember> This toggles a guild member's sponsorship rights. > sponsor <seeker> <auth|unauth|pending> This sets the status of a seeking member. 'Pending' is the default when a seeker begins seeking the guild. The GL must set them to 'Auth' or 'Unauth'. If set at 'Unauth' then any sponsoring is meaningless. > sponsor <seeker> clean Entering this, a GL will forcibly remove a seeker from their seeker lists altogether, along with any sponsors the seeker had from the database. Any seeker who joins their sought after guild will be automatically 'cleaned' from the seeker lists in the database. See also: Seek, Sponsor |
:: Beginning |
.:. SPONSORING |
Sponsoring allows a guild member to sponsor seekers who might be seeking their guild. You can sponsor someone whether they are online or not, or withdraw your sponsorship if you change your mind. Sponsorship now has a score that you assign any given seeker that pertains to what level of quality you think they have. The score ranges from 1 to 5. It is up to your GL to assign the meanings to these numbers. > sponsor <player> <score> > sponsor loth 5 This would sponsor Loth with a score of 5, be that good or bad. You can change your score at any time. > sponsor loth Entering the same command without entering the score removes your sponsorship of the player. For GLs Only: The workings of 'sponsor <name> <score>' are the same for GLs, as for non-GLs. However, if a GL enters <sponsor name> with no score argument, the results depend on whether the person is in your guild. In addition to this, a GL has a few extra commands available pertaining to seekers. > sponsor <guildmember> This toggles a guild member's sponsorship rights. > sponsor <seeker> <auth|unauth|pending> This sets the status of a seeking member. 'Pending' is the default when a seeker begins seeking the guild. The GL must set them to 'Auth' or 'Unauth'. If set at 'Unauth' then any sponsoring is meaningless. > sponsor <seeker> clean Entering this, a GL will forcibly remove a seeker from their seeker lists altogether, along with any sponsors the seeker had from the database. Any seeker who joins their sought after guild will be automatically 'cleaned' from the seeker lists in the database. See also: Seek, Sponsor |
:: Beginning |
.:. SPONSORSHIP |
Sponsoring allows a guild member to sponsor seekers who might be seeking their guild. You can sponsor someone whether they are online or not, or withdraw your sponsorship if you change your mind. Sponsorship now has a score that you assign any given seeker that pertains to what level of quality you think they have. The score ranges from 1 to 5. It is up to your GL to assign the meanings to these numbers. > sponsor <player> <score> > sponsor loth 5 This would sponsor Loth with a score of 5, be that good or bad. You can change your score at any time. > sponsor loth Entering the same command without entering the score removes your sponsorship of the player. For GLs Only: The workings of 'sponsor <name> <score>' are the same for GLs, as for non-GLs. However, if a GL enters <sponsor name> with no score argument, the results depend on whether the person is in your guild. In addition to this, a GL has a few extra commands available pertaining to seekers. > sponsor <guildmember> This toggles a guild member's sponsorship rights. > sponsor <seeker> <auth|unauth|pending> This sets the status of a seeking member. 'Pending' is the default when a seeker begins seeking the guild. The GL must set them to 'Auth' or 'Unauth'. If set at 'Unauth' then any sponsoring is meaningless. > sponsor <seeker> clean Entering this, a GL will forcibly remove a seeker from their seeker lists altogether, along with any sponsors the seeker had from the database. Any seeker who joins their sought after guild will be automatically 'cleaned' from the seeker lists in the database. See also: Seek, Sponsor |
:: Beginning |
.:. Staff |
-------------------Polearm-------------------- Description: This skill allows you to wield polearms effectively. Your performance with a polearm depends on your ability is in this skill. Without this skill, polearms aren't even worth wielding. |
:: Beginning |
.:. STANCES |
Your stance determines how aggressively or defensively you fight. For more information on stances, see <help combat stance> |
:: Beginning |
.:. STAND |
These are used to change your position. While you are sitting, resting or sleeping, you will regain Life and Endurance at an increased rate, with sleeping being the fastest. If sleeping, you must wake, and then stand in order to get up. If sitting or resting, simply standing will suffice. See also: Life, Endurance |
:: Beginning |
.:. STAT |
Immortals Only STAT [player|object|mobile|file] <name> Gives information about players, monsters, and objects in the game. The type argument is optional. STAT PLAYER will search only for players; useful for statting people with lame names such as Red or Cityguard. STAT OBJECT will search only for objects. STAT MOBILE will search only for monsters. STAT FILE is used to stat players who are not logged in; the information displayed comes from the playerfile. > stat fido > stat player red > stat mobile red > stat file cheesyboy > stat object heron See also: Vstat, Showskill |
:: Beginning |
.:. STATEMENTS |
The following groups contain the 'Mission Statements' for each of the Immortal Departments of A Moment in Tyme. Those Mission Statements being the goals and duties of each given department. Builder-Mission - Mission Statement for the Building Department (syntax: 'Help Builder-Mission) WM-Mission - Mission Statement for the Weaponmastery Department (syntax: 'Help WM-Mission) *More Coming Soon |
:: Beginning |
.:. STATISTICS |
Your stats, statistics, affect quite a bit about your character. They define your character, and determine in code what are your character's strengths and weaknesses. If you have low Strength, your character is rather weak. If you have high Dexterity, you might be more nimble than most. Since the conversion to MM3, stats have undergone a rather sizable overhaul. These are the stats and their general affects. Strength: This affects your character's overall strength, making you hit harder in battle, be able to carry more weight, as well as wear heavier armor. Dexterity: This makes you naturally more difficult to hit in combat. It affects your speed and agility and precision. In relation to code combat, it serves to increase your Combat Points. In addition, a raising DEX allows you to hold more items in your inventory. Constitution: This affects your Life and Endurance, giving you more Stamina allowing you to last longer during battle and take more wounds, yet continue fighting regardless. For Channelers, Endurance will affect how much you can Channel, how many Weaves you can cast before exausting yourself. See also: Training, Levels, Flows, Score |
:: Beginning |
.:. STATS |
Your stats, statistics, affect quite a bit about your character. They define your character, and determine in code what are your character's strengths and weaknesses. If you have low Strength, your character is rather weak. If you have high Dexterity, you might be more nimble than most. Since the conversion to MM3, stats have undergone a rather sizable overhaul. These are the stats and their general affects. Strength: This affects your character's overall strength, making you hit harder in battle, be able to carry more weight, as well as wear heavier armor. Dexterity: This makes you naturally more difficult to hit in combat. It affects your speed and agility and precision. In relation to code combat, it serves to increase your Combat Points. In addition, a raising DEX allows you to hold more items in your inventory. Constitution: This affects your Life and Endurance, giving you more Stamina allowing you to last longer during battle and take more wounds, yet continue fighting regardless. For Channelers, Endurance will affect how much you can Channel, how many Weaves you can cast before exausting yourself. See also: Training, Levels, Flows, Score |
:: Beginning |
.:. Staves |
-------------------Polearm-------------------- Description: This skill allows you to wield polearms effectively. Your performance with a polearm depends on your ability is in this skill. Without this skill, polearms aren't even worth wielding. |
:: Beginning |
.:. STEAL |
Steal is a skill that allows a player to take items out of the inventory of another player or mob. Steal is a hostile action, however. If you fail, the consequences may be substantial, so use with caution. > steal <item> <target> > steal gold loth See also: Lockpicking |
:: Beginning |
.:. STONE DOGS |
============================================================= Shae'en M'taal (Stone Dogs) ============================================================= The Stone Dogs are most often used as rear guard for retreating armies. They will fight to the very end, never leaving the scene of a battle if there are other forces there, unless ordered to do otherwise. |
:: Beginning |
.:. Stones |
The unit of weight measurement in the Wheel of Time series was as follows: 10 ounces = 1 pound 10 pounds = 1 stone 10 stone = 1 hundredweight 10 hundredweight = 1 ton While this makes calculations easier, it does not allow measurements to be easily understood by players/readers. In order to make things more comparable to real world weights, A Moment in Tyme has adopted British Imperial units for weight: 16 drams = 1 ounce 16 ounces = 1 pound 14 pounds = 1 stone 8 stone = 1 hundredweight 20 hundredweight = 1 ton These match up with real world weights very closely so you can better comprehend the units being used. To convert between book units and our units, we assume that one 'pound' in the Wheel of Time world matches one 'pound' in the real world, thus it is the other units that need to be converted. |
:: Beginning |
.:. STORYTELLER |
----------------------------<<<STORYTELLERS>>>---------------------------- Storytellers are basically Event Immortals made mortals, governed by the Event Department as basically a sub-guild of the department. They will set the requirements and policies to become one, but the commands for a storyteller are as follows: questadd <name> (add someone to the current quest) questrem <name> (remove someone from the current quest) questlock <on/off> (turns the questlock on or off) questend (ends the quest) echo <message> (sends a message to the room you are in) zecho <message> (sends a message to the zone you are in) qecho <message> (sends a message to the quest you are in) story <questor> (allows you to trans someone in your quest to your room) SEE ALSO: quest, echo --------------------------------------------------------------------------- |
:: Beginning |
.:. STR |
Raising this statistic makes a player hit harder in battle as well as enables them to carry more weight and wear heavier armor and wield heavier weapons and shields. See also: Stats, Training |
:: Beginning |
.:. STRENGTH |
Raising this statistic makes a player hit harder in battle as well as enables them to carry more weight and wear heavier armor and wield heavier weapons and shields. See also: Stats, Training |
:: Beginning |
.:. Strength Talent |
-------------------Strength-------------------- Skills Gainable with this talent: Bash - No additional requirements Disarm - Also requires the Agility & the Speed talents Enhanced Damage - No additional requirements Description: This talent allows you to gain skills that increase your strength, making you able to perform certain tasks that people who are less strong could not. See Also: Nonchanneling Talents, Speed, Agility, Bash, Disarm, Enhanced Damage |
:: Beginning |
.:. SUBDUE |
Subdue allows for you to fight another player and, instead of killing them, it allows you to capture them. When a player is subdued, they will follow you and cannot leave, attack, or otherwise create difficulties for you. 'subdue' toggles whether you will capture or kill in pfights. Subdue only affects players -- mobs can neither subdue nor be subdued. However, mobs summoned by players will subdue if the player controling them has subude on. > subdue This toggles whether or not you will subdue. Type it again to toggle it back on or off. See also: Freeplayer |
:: Beginning |
.:. SUBRANK |
Multiguilds are specific organizations that have grouped together based on common beliefs, goals, or heritage. For a list of multiguilds, both for Immortals as well as Mortals, type 'multiguild'. GLs can also use the 'multiguild' command to see all the options available to them for administration of their guild rosters, including changing the ranks, subranks, membership, and more. To see the seeking requirements and information of all our multiguilds, type 'template list' for the full index, then 'template show #' for the specific guild in which you are interested. To see who leads which guilds, type 'gllist'. See the Guild Immortal for any guilds without a mortal guildleader, or with any other questions about the multiguilds. |
:: Beginning |
.:. Summon |
The summon command lets you make up a list of your "trusted" friends. You can put as many of people in that list as you like: that allows everyone on that list to "summon" you to their roleplaying (which works like the Immortal command trans) and their room at any point. This is made to be a RP-assisting tool, allowing people to find RP with the other RP tools ("where", "rpseek", the (RP) flags of the who list), and be promptly brought into roleplaying sessions without having to find their way - especially while skills like track are in shorter supply. Obviously, this is an OOC command. There's no weird OP-trick that brings people to distant rooms ICly, it conveys no knowledge without other IC means, etc - you know the drill. More detailed syntax: summon lets you see the list of the people you've put in your list. summon <character> lets you transfer a character into your room, provided they have placed you into their trusted summoners' list. summon list <character> lets you put a new character into your trusted summoner list, or remove them if they are already there - it is a toggle. |
:: Beginning |
.:. SWEET |
Immortals Only sweet <victim> SWEET is used to charm others into obeying your commands. The only way to unsweeten someone is to UNAFFECT them. See also: Order |
:: Beginning |
.:. SWIM |
Swim has very little use on the MUD. There are certain rooms where they are flagged as having water and your character will swim across instead of wading, struggling, waddling, etc. However, other than this it is purely a skill that should be associated with your character ICly. |
:: Beginning |
.:. SWITCHDESC |
Every player has two descriptions. Your current one, which is what other players see, and your alternate, which no one besides yourself can see. Use this command to swap your Current with your Alternate. To edit your alternate, first type SWITCHDESC and then DESCRIPTION. This will edit the Current description. > switchdesc See also: Description, Glance |
:: Beginning |
.:. SYSLOG |
Immortals Only The SYSLOG command controls how detailed of an on-line system log you see. Messages surrounded by '[' and ']' are syslog messages and are in green if you have color on. The messages you receive are level dependent. syslog <off | brief | normal | complete> > syslog complete > syslog off See also: COLOR |
:: Beginning |
.:. SYSOPS |
An Immortal is a player that has been elevated to a special status. Immortals keep the mud together for the players to have more fun. The imms are divided into departments, the tag in front of their names indicating the dept. Example: [Implementor] Duren [Head Builder] Ayasha [Guild Imm] Rissa To see a list of all the current Immortal players, enter 'wizlist.' |
:: Beginning |