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.:. WAGON |
Travel wagons may be used as transportation from one part of the mud to another, saving you from walking. The travel wagon goes from location to location, momentarily stopping to take on new passengers and deposit old. The cart driver usually charges a fee for this service. To use a travel wagon you must be at the location of the wagon. Syntax: > travel wagon list Lists the locations the wagon travels to. Wagon must be in the room. > travel wagon Enters the wagon. Upon entering the wagon, you will not be charged the fee until the wagon starts moving. See also: Recall |
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.:. WAKE |
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 |
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.:. WAR COSTS |
These are not yet ready. As soon as they are, rest assured, information on it will be here. |
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.:. WAR COUNCIL |
-------------------------War Council-------------------------- War Council' main function is to keep track of all troops and armies' positions and size in the world, and resolve battles or conflicts as they arise. Any such conflicts -must- be resolved as quickly and objectively as possible - conflicts should not be left 'hanging' for many days at a time without good reason. After the initial settings of each nation's and guild's exact troops and placements of such by the War Council, in accordance with the books written by Robert Jordan, everything is fluid: an army can lose troops in combat, for example, or a guild may initiate massive recruitments trying to increase its army, or hire trainers to improve its effectiveness - but these things cost a lot of gold and take some time. It is up to the War Council for the specific amounts. Given the above, the list of duties the War Council has been set before them to accomplish seems fairly straight-forward and simple, once we get past the initial barrier of finishing up all of the MUD army sizes and such. - It is the job of the War Council to determine the size and overall capabilities of any given Army. - It is the job of the War Council to track the movements and recruitment drives and casualties of each army. - Should an army or any substantial group of armed men wish to reposition or move, it is up to the War Council to determine just how long it will take to for them to accomplish this. (Time to be determined in RL days) - Should a battle or war between any number of MUD armies occur it is up to the War Council to determine the casualties, successes, and in the end, victory or defeat, depending upon the actions of each during conflict. - It is up to the War Council to determine the costs of maintaining, recruiting and repositioning armies and charging the army's leader accordingly in gold on a regular basis. One note: It will be significantly more expensive to recruit, give advanced training, or to reposition troops throughout Randland than it will be to simply maintain your current army as is. - It is up to the War Council to keep News and Rumors updated with relevant army information as it becomes needed. IE: BotRH invades Shienar, we let folk know. - If any given army or nation has some sort of info-net, the leader of said army or nation may inquire of the War Council what they might know about the actions of the various other armies in Randland. See also: Policy War |
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.:. Warders |
--I------- The Gaidin -------I-- The Gaidin, men of legends mystified by tales of old, enshrouded by myth's as much as those they serve: the guardians to the fabled Aes Sedai, they are recognized as being amongst the most fearsome of warriors in the land. - Words like duty is worn like a mantle, and they live by this as if abiding to a pole-star, sometimes with steel barred in a flashing promise of death: none treads safely from the prowess of the Gaidin should they endanger those they are bonded to: even insults have resulted in blood flowing. They are often referred to as "Leashed Dogs", or "Death on a Leash": do not anger an Aes Sedai lest you can become the subject of the wrath of their warders. - The training to become a warder is as rigorous as it is unique: with the finest warriors gathered in one place young men are drilled in the teachings of combat in all its forms: hand to hand, tactics, sword fighting: the object is to make one man equal to three or four regular soldiers, so that they can fulfill their duties to their future bondmates. - There are many stories circling about the abilities bonded warders receives: some claim that they can make it without food, water and rest longer than normal people, and that they can receive wounds that could kill a common person. Many other similar qualities are mentioned, but few knows the truth behind the claims. Further information: Template Show 11, Tower Guard |
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.:. WATER |
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 |
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.:. WATER SEEKERS |
============================================================= Duadhe Madhi'in (Water Seekers) ============================================================= The Duadhe Madhi'in are known for their ability to survive in places even the hardiest of Aiel would perish in. They have many secrets of how to find water where no one else could. They are trained in weapons, but spend most of their time searching for water, the lifeblood of the Aiel. |
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.:. Weak Channeler |
**This flaw makes one weaker than normal in the power (per level and over all). -Note: This flaw may not be taken with the Puny Channeler Flaw.- ` *See Also: Channeling Talents, Flaws |
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.:. Weapon Skills |
----------------------------Blades----------------------------- A Moment in Tyme has various weapon skills (Help Skills) that allow you proficiency in several types of weapon, these skills include: dagger (Help Dagger), sword (Help sword), polearm (Help Polearm), mace (Help Mace), spear (Help Spear), axe (Help Axe), flail (Help Flail), bow (Help Bow). These skills are required before you may use the weapons, else the weapons wouldn't even be worth using. Depending upon how proficient you are with your weapon and your weapon's damage dice, the amount of damage you do in a fight with your particular weapon is decided. |
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.:. Weapon Types |
----------------------------Blades----------------------------- A Moment in Tyme has various weapon skills (Help Skills) that allow you proficiency in several types of weapon, these skills include: dagger (Help Dagger), sword (Help sword), polearm (Help Polearm), mace (Help Mace), spear (Help Spear), axe (Help Axe), flail (Help Flail), bow (Help Bow). These skills are required before you may use the weapons, else the weapons wouldn't even be worth using. Depending upon how proficient you are with your weapon and your weapon's damage dice, the amount of damage you do in a fight with your particular weapon is decided. |
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.:. WEAPONMASTERY |
Refer to policy WM for details. |
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.:. Weapons |
----------------------------Blades----------------------------- A Moment in Tyme has various weapon skills (Help Skills) that allow you proficiency in several types of weapon, these skills include: dagger (Help Dagger), sword (Help sword), polearm (Help Polearm), mace (Help Mace), spear (Help Spear), axe (Help Axe), flail (Help Flail), bow (Help Bow). These skills are required before you may use the weapons, else the weapons wouldn't even be worth using. Depending upon how proficient you are with your weapon and your weapon's damage dice, the amount of damage you do in a fight with your particular weapon is decided. |
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.:. WEAR |
Entering <equipment> as a command lists all of the equipment you are currently wearing. This equipment may be altered and changed by using the commands <remove>, <wear>, <wield>, <hold> and <grab>. > hold/grab <item> Basically, HOLD and GRAB do the same thing. They put an item into the Equipment slots for <held> and <used as light> > hold torch > grab rune > wield <weapon|shield> This equips a weapon or a shield into your hands. You can ONLY wield weapons or shields. > wear|remove <item|all> With these commands you can either wear or remove a single item, or you may wear or remove ALL of your equipment with a single command. |
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.:. WEATHER |
Entering this command will tells the current weather on the MUD. However, weather was recently removed, as it served no purpose beyond spamming Roleplayers with messages they did not pay any mind. Now, the Event Imm staff controls the state of the Weather on the MUD. |
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.:. WEAVE |
Weave is the skill that allows a channeler to create weaves or spells with the One Power and execute them. You must have the weave you are attempting to cast in order for this skill to work. > weave '<weave>' <target> > weave 'fireball' loth Note that some weaves, like Area weaves, or the create weapon weaves do not require targets. > weave 'earthquake' > weave 'create flamesword' See also: Grasp, Release, Tie, inform |
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.:. WEAVE 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 |
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.:. WEAVE 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 |
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.:. WEAVE 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 |
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.:. WEAVES |
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 |
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.:. WEBPAGES |
There are currently two known webpages for A Moment in Tyme: The Official MiT Homepage http://www.tymemud.com/ This is the official webpage for A Moment in Tyme. You should be able to find a great deal of helpful information here. The Seanchan Website http://seanchan.stillnoname.com/ This is the Seanchan webpage. It is still in the works, and access to certain areas is restricted to guildmembers only. It contains useful information about the Seanchan and the Seanchan guild. Note: If you wish to start your own Tyme page, please feel free to do so but please let an Implementor know the address so it may be referenced in this helpfile. What you put on your page is up to you. Please ask an Implementor for permission to use anything from the MUD itself. |
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.:. Weights |
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. |
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.:. WEST |
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 |
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.:. WHERE |
Immortals Only: Tells you the location of a monster, a player or an object. 'Where' without arguments shows where everybody is. > where > where torch Mortals Only: It will give out a list of all the rooms on the Mud, where there are two or more people in them. It won't give out the names of these people, but only the number. Immortals never count against that number. > where |
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.:. WHISPER |
Whisper is a command that allows a player to speak with another in the room without anyone else overhearing though there will be shown whispering is going on. Syntax: > whisper <`target name> <string> > whisper Rand Kill them all. Rand will see the sender whisper the message to him, the sender will see they whispered the message to Rand and anyone else in the room will just see the sender whispered something to Rand. |
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.:. WHITE |
Construction of the White Tower began around 98AB (After the Breaking), along with the construction of the city of Tar Valon, though the Tower was not actually finished until nearly a hundred years later. It is the seat of Aes Sedai power, and a shining example of ancient architecture in the craft of Ogier stonemasons, mingled with the wonders wrought by the One Power. It is the last remnant of a dying Age, designed and built to become a place where knowledge of the One Power might be maintained. It is where young women with the ability to channel are able to learn, and where the Aes Sedai, who had been scattered into independent groups after the Breaking, might come together in a single organization. The history of the White Tower is long, too long to be detailed here, but it is a given that the Aes Sedai wield a great deal of Power from within it, both with the use of Saidar, and political influence. Within the White Tower, the Aes Sedai have been organized into seven AJAHS, each with its own purpose or area of expertise. The Red Ajah: Until recently, dedicated to finding and gentling men who can channel. The Green Ajah: Also known as the Battle Ajah, they are dedicated to the art of war. The only Ajah known to bond more than one Gaidin. The Yellow Ajah: This Ajah is dedicated to Healing. The Blue Ajah: This Ajah is focused on Causes. Any cause, so long as it is deemed important. The Blue Ajah is also said to have the most extensive network of Eyes and Ears. The Gray Ajah: Dedicated to diplomacy, peacemaking and mediation. The White Ajah: Dedicated to the study of philosophy, the use of logic, and research. It is believed among the White Ajah that the ability to channel is hereditary, and that gentling or killing male channelers is what has made the ability to channel so scarce. The Brown Ajah: Dedicated to knowledge and learning, the Brown Ajah is dedicated to preserving history, both in regards to the One Power and the Mundane. The White Tower Hierarchy: Novice - A young woman who has been discovered to either have the spark inborn, or who is able to learn to channel. The White Tower spends a great deal of time seeking out new Novices, for channelers are scarce, and those with the spark may become a danger to themselves or others if not properly trained. Novices are taught to learn to channel the One Power safely, are given chores, and are required to attend lessons in history and other subject matter as well. Novices are only allowed to wear the white Novice dresses they are given upon entry. They must leave all other worldly possessions behind. Accepted: Once a Novice is deemed ready, she is given the test to become Accepted, and at this point, becomes an initiate of the Tower. The novice must undergo a test in the depths of the White Tower basement, and if she emerges and survives, she is named Accepted, and given a dress banded with the colors of the seven Ajahs. Training for Accepted is more rigorous than that given to Novices. However, Accepted are considered to be more responsible, and are free to choose their own areas of study, and may have fewer chores to worry about. Aes Sedai: If an Accepted is deemed ready, she is given the chance for another test, this time to become Aes Sedai. She must memorize 100 specific weaves, and be able to weave them flawlessly throughout the test in spite of any distractions that are placed before her. If she passes the test, she is required to swear the Three Oaths on the Oath Rod, and is named Aes Sedai. She is then given the chance to petition for entrance into her Ajah of choice. It is very rare that her chosen Ajah will not accept her, for it is said that Aes Sedai groom initiates for their appropriate Ajah from the time they are Novices. Sitters: There are three Sitters for each Ajah, and these 21 women make up the Hall of the Tower, which is meant to be a balance to the power wielded by the Amyrlin Seat. The Sitters are most often chosen from among the oldest, most powerful among each Ajah, though age is never discussed. MoN: The Mistress of Novices is responsible for caring for the Novices of the White Tower. She ensures that each Novice is tested thoroughly for any Talents, and is placed in the most appropriate classes. She assigns chores, and if necessary, also assigns penances and administers punish- ments for severe misbehavior. Even Accepted and Aes Sedai -may- be sent to the Mistress of Novices for penance if there is cause. Keeper: The Keeper of the Chronicles serves the Amyrlin Seat in all matters. She is generally in charge of handling the correspondence between the Amyrlin Seat and the rest of the world. She also announces the Amyrlin's presence, and generally accompanies her everywhere, makes the Amyrlin Seat's appointments, and screens visitors. The Keeper of the Chronicles has no actual real authority, other than over the information that is filtered up to the Amyrlin Seat. Amyrlin: The Watcher of the Seals, the Flame of Tar Valon, the Amyrlin Seat is the leader of the White Tower, and is properly referred to as "Mother". She is the Law, though the Hall of the Tower exists to check her power like a form of parliament. She wears a stole striped with the colors of all seven Ajahs. The Amyrlin Seat of the White Tower is considered to be THE single most powerful woman in the known world. Though she may be weak or strong in the One Power, her political influence is unsurpassed. To learn about the White Tower guild, type: TEMPLATE SHOW to see the White Tower's listing. You may also type 'wizlist' or 'gllist' to see who the current White Tower Guild Leaders are, and speak to them. See Also: Multiguild, Template |
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.:. WHITECLOAK |
Children of the Light (or known disparagingly as Whitecloaks) --------------------------------------------------------------------------- A society holding strict ascetic beliefs, dedicated to the defeat of the Dark One and the destruction of all Darkfriends. Founded during the War of the Hundred Years by Lothair Manthelar to proselytize against the increasing number of Darkfriends, they evolved during the war into a completely military organization, extremely rigid in their beliefs, and completely certain that they know the truth and the right. Please see Template Show 10 for information on joining the Children of the Light. |
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.:. WHITETOWER |
Construction of the White Tower began around 98AB (After the Breaking), along with the construction of the city of Tar Valon, though the Tower was not actually finished until nearly a hundred years later. It is the seat of Aes Sedai power, and a shining example of ancient architecture in the craft of Ogier stonemasons, mingled with the wonders wrought by the One Power. It is the last remnant of a dying Age, designed and built to become a place where knowledge of the One Power might be maintained. It is where young women with the ability to channel are able to learn, and where the Aes Sedai, who had been scattered into independent groups after the Breaking, might come together in a single organization. The history of the White Tower is long, too long to be detailed here, but it is a given that the Aes Sedai wield a great deal of Power from within it, both with the use of Saidar, and political influence. Within the White Tower, the Aes Sedai have been organized into seven AJAHS, each with its own purpose or area of expertise. The Red Ajah: Until recently, dedicated to finding and gentling men who can channel. The Green Ajah: Also known as the Battle Ajah, they are dedicated to the art of war. The only Ajah known to bond more than one Gaidin. The Yellow Ajah: This Ajah is dedicated to Healing. The Blue Ajah: This Ajah is focused on Causes. Any cause, so long as it is deemed important. The Blue Ajah is also said to have the most extensive network of Eyes and Ears. The Gray Ajah: Dedicated to diplomacy, peacemaking and mediation. The White Ajah: Dedicated to the study of philosophy, the use of logic, and research. It is believed among the White Ajah that the ability to channel is hereditary, and that gentling or killing male channelers is what has made the ability to channel so scarce. The Brown Ajah: Dedicated to knowledge and learning, the Brown Ajah is dedicated to preserving history, both in regards to the One Power and the Mundane. The White Tower Hierarchy: Novice - A young woman who has been discovered to either have the spark inborn, or who is able to learn to channel. The White Tower spends a great deal of time seeking out new Novices, for channelers are scarce, and those with the spark may become a danger to themselves or others if not properly trained. Novices are taught to learn to channel the One Power safely, are given chores, and are required to attend lessons in history and other subject matter as well. Novices are only allowed to wear the white Novice dresses they are given upon entry. They must leave all other worldly possessions behind. Accepted: Once a Novice is deemed ready, she is given the test to become Accepted, and at this point, becomes an initiate of the Tower. The novice must undergo a test in the depths of the White Tower basement, and if she emerges and survives, she is named Accepted, and given a dress banded with the colors of the seven Ajahs. Training for Accepted is more rigorous than that given to Novices. However, Accepted are considered to be more responsible, and are free to choose their own areas of study, and may have fewer chores to worry about. Aes Sedai: If an Accepted is deemed ready, she is given the chance for another test, this time to become Aes Sedai. She must memorize 100 specific weaves, and be able to weave them flawlessly throughout the test in spite of any distractions that are placed before her. If she passes the test, she is required to swear the Three Oaths on the Oath Rod, and is named Aes Sedai. She is then given the chance to petition for entrance into her Ajah of choice. It is very rare that her chosen Ajah will not accept her, for it is said that Aes Sedai groom initiates for their appropriate Ajah from the time they are Novices. Sitters: There are three Sitters for each Ajah, and these 21 women make up the Hall of the Tower, which is meant to be a balance to the power wielded by the Amyrlin Seat. The Sitters are most often chosen from among the oldest, most powerful among each Ajah, though age is never discussed. MoN: The Mistress of Novices is responsible for caring for the Novices of the White Tower. She ensures that each Novice is tested thoroughly for any Talents, and is placed in the most appropriate classes. She assigns chores, and if necessary, also assigns penances and administers punish- ments for severe misbehavior. Even Accepted and Aes Sedai -may- be sent to the Mistress of Novices for penance if there is cause. Keeper: The Keeper of the Chronicles serves the Amyrlin Seat in all matters. She is generally in charge of handling the correspondence between the Amyrlin Seat and the rest of the world. She also announces the Amyrlin's presence, and generally accompanies her everywhere, makes the Amyrlin Seat's appointments, and screens visitors. The Keeper of the Chronicles has no actual real authority, other than over the information that is filtered up to the Amyrlin Seat. Amyrlin: The Watcher of the Seals, the Flame of Tar Valon, the Amyrlin Seat is the leader of the White Tower, and is properly referred to as "Mother". She is the Law, though the Hall of the Tower exists to check her power like a form of parliament. She wears a stole striped with the colors of all seven Ajahs. The Amyrlin Seat of the White Tower is considered to be THE single most powerful woman in the known world. Though she may be weak or strong in the One Power, her political influence is unsurpassed. To learn about the White Tower guild, type: TEMPLATE SHOW to see the White Tower's listing. You may also type 'wizlist' or 'gllist' to see who the current White Tower Guild Leaders are, and speak to them. See Also: Multiguild, Template |
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.:. WHO |
Lists the people currently in the game. Some people may be invisible. Command-line options can be used to limit the listing. The parameters can be specified on the command-line in any order. > who [-n sname] [-s] [-q] [-r] [-g] -n : lists only people whose names or titles contain <sname> -s : lists names in the short form -q : lists everyone currently in a Quest -a : lists only people in your room -r : lists the rank and subrank of online members of your guild -i : lists all visible Immortals -b : lists only people who are on the builder channel (builders only) -v : lists only people who are Visitor Guides -z : lists all online Guild Leaders -m : when used with your multiguild tag(s), lists the online members of your multiguild. > who -m <guild tag> -r Lists the online members of your guild, and their ranks. > who -n mikki Lists everyone named Mikki, or with the word mikki in their title. See also: Whois |
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.:. WHOAMI |
This command simply prints the name of your character. > whoami See Also: Who, Whois |
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.:. WHOIS |
> whois <name> This command lists all players whose name you entered with the command. You may abbreviate and use only a letter or a few letters to see the players online whose name starts with that letter, or few letters. See also: Who |
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.:. WIELD |
Entering <equipment> as a command lists all of the equipment you are currently wearing. This equipment may be altered and changed by using the commands <remove>, <wear>, <wield>, <hold> and <grab>. > hold/grab <item> Basically, HOLD and GRAB do the same thing. They put an item into the Equipment slots for <held> and <used as light> > hold torch > grab rune > wield <weapon|shield> This equips a weapon or a shield into your hands. You can ONLY wield weapons or shields. > wear|remove <item|all> With these commands you can either wear or remove a single item, or you may wear or remove ALL of your equipment with a single command. |
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.:. WILDERS |
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 |
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.:. WIMP |
The WIMP command no longer applies to code combat on the MUD. |
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.:. WIMPY |
The WIMP command no longer applies to code combat on the MUD. |
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.:. Wisdom Requirements |
-----------------------[ Wisdoms Requirements ]----------------------- For information on seeking the Wisdoms and/or the Kin, please see the guild requirements at template show 12. |
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.:. Wisdom's Guild |
-----------------------------[ Wisdoms ]----------------------------- The Wisdoms are a group of women who are brought together by the ability to channel, or the spark, that most of the Wisdoms posses. All of them -in the books- were at one time in the Tower. Some were sent away because they were not strong enough to Tower standards and others could not adapt to Tower life, rules or whatever else. Not all cases are in the books so there is room for speculation. Being that this is not the books, and that we are in a parallel universe, the Wisdoms do accept Wilders. The Wisdoms have many rules, and keep their secrets to themselves. Although, it is later found that the Tower had almost always known of their existence. * Leaders within the Wisdoms are designated more upon respect than upon authority. * There are no extra chores for not getting a lesson done, as they do Aes Sedai do to novices, and accepteds. As a matter of fact, learning to channel is -not- required, unless your RP leads in that direction. * Being able to channel is not a requirement, even the best Wisdoms within the books couldn't channel a lick. If you're looking for a guild that will be fun without bowing and scraping, and treat you like family, then look no further. See Also: Wisdom Req, Template Show 12 |
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.:. Wisdoms |
-----------------------------[ Wisdoms ]----------------------------- The Wisdoms are a group of women who are brought together by the ability to channel, or the spark, that most of the Wisdoms posses. All of them -in the books- were at one time in the Tower. Some were sent away because they were not strong enough to Tower standards and others could not adapt to Tower life, rules or whatever else. Not all cases are in the books so there is room for speculation. Being that this is not the books, and that we are in a parallel universe, the Wisdoms do accept Wilders. The Wisdoms have many rules, and keep their secrets to themselves. Although, it is later found that the Tower had almost always known of their existence. * Leaders within the Wisdoms are designated more upon respect than upon authority. * There are no extra chores for not getting a lesson done, as they do Aes Sedai do to novices, and accepteds. As a matter of fact, learning to channel is -not- required, unless your RP leads in that direction. * Being able to channel is not a requirement, even the best Wisdoms within the books couldn't channel a lick. If you're looking for a guild that will be fun without bowing and scraping, and treat you like family, then look no further. See Also: Wisdom Req, Template Show 12 |
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.:. Wisdoms Requirements |
-----------------------[ Wisdoms Requirements ]----------------------- For information on seeking the Wisdoms and/or the Kin, please see the guild requirements at template show 12. |
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.:. Wise Women |
-----------------------------[ Wisdoms ]----------------------------- The Wisdoms are a group of women who are brought together by the ability to channel, or the spark, that most of the Wisdoms posses. All of them -in the books- were at one time in the Tower. Some were sent away because they were not strong enough to Tower standards and others could not adapt to Tower life, rules or whatever else. Not all cases are in the books so there is room for speculation. Being that this is not the books, and that we are in a parallel universe, the Wisdoms do accept Wilders. The Wisdoms have many rules, and keep their secrets to themselves. Although, it is later found that the Tower had almost always known of their existence. * Leaders within the Wisdoms are designated more upon respect than upon authority. * There are no extra chores for not getting a lesson done, as they do Aes Sedai do to novices, and accepteds. As a matter of fact, learning to channel is -not- required, unless your RP leads in that direction. * Being able to channel is not a requirement, even the best Wisdoms within the books couldn't channel a lick. If you're looking for a guild that will be fun without bowing and scraping, and treat you like family, then look no further. See Also: Wisdom Req, Template Show 12 |
:: Beginning |
.:. WITHDRAW |
Commands to take money out of the bank, put money in the bank, or see how much money you have in the bank. This command can be used at the old man willing to handle your money. > deposit 400 - Would deposit 400 of your marks into the bank. > withdraw 1000 - Would withdraw 1000 of your deposited marks from the bank. > balance - Would display the current amount of marks you have in the bank. See also: Gold, Score |
:: Beginning |
.:. WIZARDS |
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 |
.:. WIZAT |
Immortals Only AT can be used to perform an action in a location other than where you are standing. The first argument can be a virtual room number or the name of a character or object. The remainder of the line is passed to the command interpreter. > at 16000 look > at Alzireth poke Alzireth > at 3.corpse get all corpse See also: Goto |
:: Beginning |
.:. WIZHELP |
Immortals Only Gives a list of the IMM commands available at your trust level. |
:: Beginning |
.:. WIZINVIS |
Immortals Only wizi <level> WIZI sets your invisibility level. With no argument, wizi toggles between making you fully visible and fully invisible. If you specify a level, only people with trust at and above the level you specify will be able to see you. > wizi > wizi 31 |
:: Beginning |
.:. WIZLIST |
++========================================================================++ || A Moment in Tyme || || Founded by: Mikki and Dini || || http://tymemud.com || ++========================================================================++ || Implementors: Duren || ++========================================================================++ || Duren (Head Coder) | Syrah (Building|Admin) || || Hale (Coder) | Acral (Story|Guilds|Shadow) || || Jaiden (On Hiatus) | Ayasha (On Hiatus) || ++========================================================================++ || Mortal Guild Leaders: || ||------------------------------------------------------------------------|| || Asha'man: Peyton | White Tower: Jezz, Isadora || || Wolfkin: Acral | Warders: Isadora, Jezz || || Council: Acral | Aiel: Acral || || Illuminators: Cathbad | Wisdoms: Acral || || Band: Mat, Maethir | Seanchan: Thrain || || Daes Dae'mar: Acral | Gleemen: Acral || || All Other Guilds: Acral || ++========================================================================++ || Site Admin | Implementors Emeritus: Alicia Marek Kane Merdon || || Duren | Valoc Pel Kane Janus Kalah Scott || || | Birk Mattias Mikki Dini Beonca Nicodemus || || | Lucardo Syrah || ++========================================================================++` |
:: Beginning |
.:. WIZLOCK |
Immortals Only wizlock [value] WIZLOCK allows you to restrict the game. WIZLOCK 1 prevents new characters from being created. WIZLOCK n, 2 <= n <= 34, prevents new characters and allows only characters level n and above to log on. WIZLOCK with no argument displays the current WIZLOCK level. |
:: Beginning |
.:. WIZNET |
Immortals Only The immortal communication channel. wiznet <text> | #<level> <text> | *<emotetext> | @ > wiz @ {lists Imms on-line that are visible to you} > wiz hello {just plain sends the text "hello" > wiz #95 Some 94s... <fume> {sends the message only to levels 95 and above} > wiz *smile {sends the text "<--- smile" to Imms} This code was provided by Gnort. See also: Nowiz |
:: Beginning |
.:. WIZTELEPORT |
Immortals Only goto <location> trans <victim> teleport <victim> <location> These commands are used to transports yourself and others to different rooms. GOTO allows you to go to other rooms; TRANS transports a person from wherever they are to the room YOU are in; TELEPORT transports your victim to some other location. For both GOTO and TELEPORT, the location specifier can be either a virtual room number, or the name of a character or object. > goto 16000 > goto arwin > trans arwin > teleport arwin 16000 > teleport arwin 2.packrat See also: At, Set Room, Poofin |
:: Beginning |
.:. WKABILITIES |
Wolfkin gain several special abilities from their kinship with wolves. Except where otherwise noted, these abilities for the most part are NOT CODED ON THE MUD. They can be, however, quite a fun addition to RP. Also, note that most of these abilities are learned from examples with Perrin in the books, and are presumed to be common among all Wolfkin. Improved Senses: As a Wolfkin's eyes turn golden/yellowish, he/she gains the eyesight of a wolf, and is able to see in total darkness as if it were twilight. (Note: This IS coded on the MUD as part of the Golden Eyes talent--anyone within the WK guild can see and scan in darkness without a light.) Wolfkin also have a very acute sense of smell, and after a while can even determine others' emotions by their scent. Wolf-like Communication: Wolfkin are able to communicate with wolves and other Wolfkin in a telepathic manner, through thoughts and images. A Wolfkin can sense all nearby wolves (Perrin can sense wolves for up to about a mile away, and Elyas can sense them from further away, so it is assumed that the awareness of wolves grows with experience). A Wolfkin can meld his/her mind with a wolf in a manner that allows the Wolfkin to see what the wolf sees, feel its pain, and taste what it tastes. (See help WOLF NAMES for more info on wolf-like communication.) The Wolfdream: A Wolfkin may sometimes see visions within the dream like a Dreamer does. Please do NOT use these visions as an excuse to take information you know OOCly and use it ICly. The visions Perrin saw in Tel'Aran'Rhiod were very random and he usually could not even interpret them. It is not fair for someone who has put much time and effort into ICly hiding something about him or herself to have his or her RP ruined by someone pretending to know that information from Dreaming or Foretelling. |
:: Beginning |
.:. WKREQ |
For the seeking requirements of the Wolfkin Guild please see Template Show 13. |
:: Beginning |
.:. WKRP |
The following help file is intended as an explanation of what Wolfkin are, for players who have either not read the books yet or have not read them in a while, and a very loose guide to RP as a Wolfkin, which is intended as helpful advice and NOT restrictive rules that apply to every individual in every situation. WHAT ARE WOLFKIN? The Wolfkin guild on the MUD represents the very small group of people in the WoT books known as wolfbrothers. The term 'Wolfkin' rather than 'Wolfbrother' is used as the name of the guild on the MUD because females as well as males are allowed to join it. There are very, very few wolfbrothers in the books, Perrin and Elyas being the most notable, but more are allowed on the MUD for the sake of fun and letting it be RPed by anyone who wants to. Wolfkin are people born with a kinship to wolves, and this kinship usually shows up in adolescence (and usually occurs sooner if the person meets an older wolfkin to help guide them, such as Perrin meeting Elyas). The ability usually manifests itself when wolves sense the thoughts of the wolfkin and begin responding to them. At about this time, the eyes of wolfkin begin changing to a yellowish or golden color. Wolfkin gain several abilities related to their kinship with wolves (see help WOLFKIN ABILITIES for details), and are able to communicate with wolves and other Wolfkin through thoughts and images. (Note: Because of this kind of communication, Wolfkin are able to use gdt (guild channel) ICly, but only if it is RPed as being through thoughts and images.) Wolfkin after a while also develop very wolf-like reactions, such as baring their teeth when angered, and they tend to prefer being away from cities and large gatherings of people. For many Wolfkin, life is a constant struggle to balance being human and being kin to wolves, and if this balance isn't maintained it is very possible for wolfkin to completely lose their sanity and become lost to the wolf side, thinking that they are really wolves. The Wolfkin guild on the MUD has ranks as other guilds do, but they are very different from most other guilds. As Wolfkin are generally independent of each other and unorganized, most of the ranks are equal. There is a rank called Cub for newer members, and an Outcast rank for Wolfkin who have betrayed the wolves and are distrusted by them. Besides that, the rest of the ranks are equal and based on the individual WK's RP. As WK do not label themselves ICly, the rank names are only OOC designations resembling the individual character's RP, and WK should not be referred to by their rank names ICly. The ranks are relatively unimportant and not meant to hinder or restrict RP in any way. All Wolfkin choose wolf names for themselves and if you intend to play a Wolfkin then it is a good idea to start thinking of a wolf name when you think up your background (read help WOLF NAMES for details). WOLFKIN RP AND IC INTERACTIONS Wolfkin are already loners by nature because of their kinship with wolves, but this is made even more so by the fact that the golden colored eyes of Wolfkin make other people very suspicious of them, sometimes to the point of being called darkfriends. Wolves are widely misunderstood and thought to be creatures of the Dark One, which makes getting along with most people even more difficult. There are, of course, exceptions, but that is the attitude of the general population. In addition, here is a list of a few of the other guilds on the MUD who would have special and more defined interactions with Wolfkin: Aes Sedai: The Wolfkin ability is completely new to Aes Sedai and they have no understanding of it. Thinking it something of the One Power, the Red Ajah tried to gentle Elyas, who used to be a warder, but the gentling had no affect as it has nothing to do with the One Power. Because of the curiosity of Sedai who would want to study Wolfkin, the wise Wolfkin who wants to stay free avoids them. Children of the Light (aka Whitecloaks): The CotL, being a fanatical organization intending to destroy darkfriends, takes the misunderstanding of the nature of wolves to the extreme, thinking them creatures of the Dark One and assuming all Wolfkin therefore must be darkfriends. The Children smell wrong to the wolves, in the way that a rabid dog smells wrong, and a Wolfkin can usually smell the wrongness too. They are, of course, best avoided. (Note: Please keep in mind that ICly the CotL severely outnumbers Wolfkin and are an organized military, they should be AVOIDED, -NOT- HARASSED. If you wish to OOCly harass CotL or provoke them to conflict etc. then please don't join Wolfkin as our standard of RP is higher than that.) The Shadow/Dark: The wolves have a very severe hatred of all shadowspawn, and a pack of wolves would go out of its way to kill any shadowspawn. This hatred for shadowspawn carries over to Wolfkin and is why a Wolfkin cannot be a darkfriend. Please keep in mind that though Wolfkin can sometimes sense other peoples' emotions and intentions, they do NOT sense whether or not someone is a Forsaken or darkfriend. So if you know OOCly that someone is a darkfriend or a disguised Forsaken, do NOT pretend to be able to know this ICly as well. Tuatha'an (aka Tinkers): As Elyas is friends with Raen, a Tuatha'an Mahdi, and tinkers have camps outside large cities, Wolfkin generally get along well with Tinkers. Remember that they are peaceful people who follow the Way of the Leaf, and it is very impolite to bring a weapon into their camp. Those are just a few of the many groups of people in the WoT world and on the MUD. For most other guilds, each members' opinion of Wolfkin will most likely be separate from the rest of the guild's and will depend on that individual's RP (and vice versa for a Wolfkin's opinion of them). Also remember that these are very general tips and guidelines and individual RP may vary slightly. For example a Tuatha'an would not be friendly with a wolfkin who carries a weapon around in the Tuatha'an camp, or a Whitecloak may become enlightened and friendly toward Wolfkin after having his life saved by a pack of wolves and having a long conversation with a wolfkin. Of course, that Whitecloak would most likely not want to talk to his fellow Children of the Light about it for fear that they might think HIM a darkfriend too, so though individual attitudes may vary it is not likely that overall IC attitudes between entire guilds would change. |
:: Beginning |
.:. WM |
Refer to policy WM for details. |
:: Beginning |
.:. WM 4 |
-Blademasters- The pinacle of swordsmanship in the world of the Wheel of Time, Blademasters carry swords marked by herons to proclaim their skill. Any who have seen them fight, however, do not need the mark to know that they are among the most dangerous men and women to walk the lands. The rigorous training and experience required reaching this level of skill leaves only a handful of people in the known world skilled enough to even consider claiming the Heron. To become a Blademaster requires either that the prospect defeat a Blademaster in single combat or that they be proclaimed to possess the skill of a Blademaster by a council of their future peers. Most Blademasters train for decades before they claim the rank, although there are rumors of some who have attained it in as few as five years. The Weaponmastery system referred to below is no longer in use. Speak with Rissa for information on how to obtain the IC rank of Blademaster. Though the following information refers to WM and, thus, is not the method by which a Heron-marked blade is obtained, it is a good reference for how demanding a process it is. ******************************************************************* -How to earn a Heron and continue to improve- When a character reaches WM4-50%, he or she is officially considered a Blademaster, or, depending on your choice of weapon, just as skilled as one. If you wish it, the WM Immortal will arrange a single combat with an NPC Blademaster, or the approval of a council of Blademasters. A character can still progress beyond WM4-50%, although the requirements for doing so is more stringent than the average log-submitting endeavor. This is because, upon reaching a very high level of skill, a character can only progress through actual battle and experience, which means that regular spars with lathes won't suffice. The following conditions must be met in order to progress beyond WM4-50%. 1) You can submit only one log per month, and the maximum score is +10% 2) The RP in the log must consist of actual combat. - It must be a real fight against an opponent: a Child of the Light against a Darkfriend, a Warder against a bandit, a mercenary against a foe in an opposing army, etc. - There must be an element of danger, i.e. there is a risk of the Blademaster character actually dying as a result of the RP. - No prearranged, IC'ly "friendly" spars. 3) The situation of the RP itself can serve as a modifier to the score given, with things like Situation, Opposition, and Difficulty coming into play. As the level of danger increases so does the participant's chance of receiving a high score as a result. 4) Even though prearranged RP does not always fit one of the required scenarios, Immortal-run Events that lead to aggressive conflict can qualify, (there must always be an element of danger for the player, so check with the Immortal running the Event, as Events of this kind rarely lead to the death of a character) as can IC tournaments as long as they meet with the other criteria. 5) There are no restrictions to the length of the log, as long as it is cleaned and readable like regular WM Logs. As you may have noticed, reaching WM4-100% difficult. This is quite intentional, as upon reaching that level, the character would be considered equal in skill to the famous Jearom, reputably the greatest Blademaster ever. If you are unsure whether or not a situation fits the above criteria, feel free to MUDMAIL an inquiry about it to the WM Immortal. (Now mudmail Rissa) |
:: Beginning |
.:. WM4 |
-Blademasters- The pinacle of swordsmanship in the world of the Wheel of Time, Blademasters carry swords marked by herons to proclaim their skill. Any who have seen them fight, however, do not need the mark to know that they are among the most dangerous men and women to walk the lands. The rigorous training and experience required reaching this level of skill leaves only a handful of people in the known world skilled enough to even consider claiming the Heron. To become a Blademaster requires either that the prospect defeat a Blademaster in single combat or that they be proclaimed to possess the skill of a Blademaster by a council of their future peers. Most Blademasters train for decades before they claim the rank, although there are rumors of some who have attained it in as few as five years. The Weaponmastery system referred to below is no longer in use. Speak with Rissa for information on how to obtain the IC rank of Blademaster. Though the following information refers to WM and, thus, is not the method by which a Heron-marked blade is obtained, it is a good reference for how demanding a process it is. ******************************************************************* -How to earn a Heron and continue to improve- When a character reaches WM4-50%, he or she is officially considered a Blademaster, or, depending on your choice of weapon, just as skilled as one. If you wish it, the WM Immortal will arrange a single combat with an NPC Blademaster, or the approval of a council of Blademasters. A character can still progress beyond WM4-50%, although the requirements for doing so is more stringent than the average log-submitting endeavor. This is because, upon reaching a very high level of skill, a character can only progress through actual battle and experience, which means that regular spars with lathes won't suffice. The following conditions must be met in order to progress beyond WM4-50%. 1) You can submit only one log per month, and the maximum score is +10% 2) The RP in the log must consist of actual combat. - It must be a real fight against an opponent: a Child of the Light against a Darkfriend, a Warder against a bandit, a mercenary against a foe in an opposing army, etc. - There must be an element of danger, i.e. there is a risk of the Blademaster character actually dying as a result of the RP. - No prearranged, IC'ly "friendly" spars. 3) The situation of the RP itself can serve as a modifier to the score given, with things like Situation, Opposition, and Difficulty coming into play. As the level of danger increases so does the participant's chance of receiving a high score as a result. 4) Even though prearranged RP does not always fit one of the required scenarios, Immortal-run Events that lead to aggressive conflict can qualify, (there must always be an element of danger for the player, so check with the Immortal running the Event, as Events of this kind rarely lead to the death of a character) as can IC tournaments as long as they meet with the other criteria. 5) There are no restrictions to the length of the log, as long as it is cleaned and readable like regular WM Logs. As you may have noticed, reaching WM4-100% difficult. This is quite intentional, as upon reaching that level, the character would be considered equal in skill to the famous Jearom, reputably the greatest Blademaster ever. If you are unsure whether or not a situation fits the above criteria, feel free to MUDMAIL an inquiry about it to the WM Immortal. (Now mudmail Rissa) |
:: Beginning |
.:. WOLF NAMES |
The wolves communicate with each other (and with Wolfkin) telepathically through feelings and images. Their names for each other, people, and other things are based on these images. Here are a few wolf names for different things and people: Shadowkiller (Rand) Heartfang (Ba'alzamon) Moonhunter (Lanfear) Long Tooth (Elyas) Young Bull (Perrin) Notdead (Gray man) Twisted Ones (Trollocs) Neverborn (Myrddraal) Shadowbrothers (Darkhounds) Two-legs (humans) Hard-footed four-legs (horses) Two-leg shes who touch the wind that moves the sun and call fire (Aes Sedai) To add to RP, Wolfkin choose wolf names for themselves that represent the image wolves have of them. You are not required to have such a name thought up before joining the guild but you should at least begin to think about it as soon as possible. Also, these names are for Wolfkin RP, you should never use your wolf name with non-Wolfkin. |
:: Beginning |
.:. WOLFBROTHERS |
The closest people have come to understanding the Wolfkin is best noted by Loial in his writings [Book I pg. 339-341]: 'I don't much like people,' he said in a flat voice. 'Cities are full of people. I don't go near villages, or even farms, very often. Villagers, farmers, they don't like my friends. I wouldn't even have helped you if you if you hadn't been stumbling around as helpless and innocent as newborn cubs.' 'Wolves don't tame, not even as well as men. They're my friends. We keep each other company, hunt together, converse after a fashion. Just like any other friends.' How do you become a Wolfkin? 'They found out, I didn't. Not at first. That's always the way of it, I understand. The wolves find you, not you them. Some people thought me touched by the Dark One, because wolves started appearing wherever I went. I suppose I thought so too, sometimes. Most decent folk began to avoid me, and the ones who sought me out weren't the kind I wanted to know, one way or another. Then I noticed there were times when the wolves seemed to know what I was thinking, to respond to what was in my head. That was the real beginning. They were curious about me. Wolves can sense people, usually, but not like this. They were glad to find me. They say it's been a long time since they hunted with men, and when they say a long time, the feeling I get is like a cold wind howling all the way down from the First Day.' Can you teach me to be a Wolfkin? 'It can't be taught. Some can do it, some can't.' -------------------------------------------------------------------------------- Please refer to the following help files for more information about joining and playing a Wolfkin character: WOLFKIN REQUIREMENTS WOLFKIN RP WOLFKIN ABILITIES WOLF NAMES WOLVES Wolfkin help files written by Elyas, and modified by Dalakhil. |
:: Beginning |
.:. WOLFKIN |
The closest people have come to understanding the Wolfkin is best noted by Loial in his writings [Book I pg. 339-341]: 'I don't much like people,' he said in a flat voice. 'Cities are full of people. I don't go near villages, or even farms, very often. Villagers, farmers, they don't like my friends. I wouldn't even have helped you if you if you hadn't been stumbling around as helpless and innocent as newborn cubs.' 'Wolves don't tame, not even as well as men. They're my friends. We keep each other company, hunt together, converse after a fashion. Just like any other friends.' How do you become a Wolfkin? 'They found out, I didn't. Not at first. That's always the way of it, I understand. The wolves find you, not you them. Some people thought me touched by the Dark One, because wolves started appearing wherever I went. I suppose I thought so too, sometimes. Most decent folk began to avoid me, and the ones who sought me out weren't the kind I wanted to know, one way or another. Then I noticed there were times when the wolves seemed to know what I was thinking, to respond to what was in my head. That was the real beginning. They were curious about me. Wolves can sense people, usually, but not like this. They were glad to find me. They say it's been a long time since they hunted with men, and when they say a long time, the feeling I get is like a cold wind howling all the way down from the First Day.' Can you teach me to be a Wolfkin? 'It can't be taught. Some can do it, some can't.' -------------------------------------------------------------------------------- Please refer to the following help files for more information about joining and playing a Wolfkin character: WOLFKIN REQUIREMENTS WOLFKIN RP WOLFKIN ABILITIES WOLF NAMES WOLVES Wolfkin help files written by Elyas, and modified by Dalakhil. |
:: Beginning |
.:. WOLFKIN ABILITIES |
Wolfkin gain several special abilities from their kinship with wolves. Except where otherwise noted, these abilities for the most part are NOT CODED ON THE MUD. They can be, however, quite a fun addition to RP. Also, note that most of these abilities are learned from examples with Perrin in the books, and are presumed to be common among all Wolfkin. Improved Senses: As a Wolfkin's eyes turn golden/yellowish, he/she gains the eyesight of a wolf, and is able to see in total darkness as if it were twilight. (Note: This IS coded on the MUD as part of the Golden Eyes talent--anyone within the WK guild can see and scan in darkness without a light.) Wolfkin also have a very acute sense of smell, and after a while can even determine others' emotions by their scent. Wolf-like Communication: Wolfkin are able to communicate with wolves and other Wolfkin in a telepathic manner, through thoughts and images. A Wolfkin can sense all nearby wolves (Perrin can sense wolves for up to about a mile away, and Elyas can sense them from further away, so it is assumed that the awareness of wolves grows with experience). A Wolfkin can meld his/her mind with a wolf in a manner that allows the Wolfkin to see what the wolf sees, feel its pain, and taste what it tastes. (See help WOLF NAMES for more info on wolf-like communication.) The Wolfdream: A Wolfkin may sometimes see visions within the dream like a Dreamer does. Please do NOT use these visions as an excuse to take information you know OOCly and use it ICly. The visions Perrin saw in Tel'Aran'Rhiod were very random and he usually could not even interpret them. It is not fair for someone who has put much time and effort into ICly hiding something about him or herself to have his or her RP ruined by someone pretending to know that information from Dreaming or Foretelling. |
:: Beginning |
.:. WOLFKIN REQUIREMENTS |
For the seeking requirements of the Wolfkin Guild please see Template Show 13. |
:: Beginning |
.:. WOLFKIN RP |
The following help file is intended as an explanation of what Wolfkin are, for players who have either not read the books yet or have not read them in a while, and a very loose guide to RP as a Wolfkin, which is intended as helpful advice and NOT restrictive rules that apply to every individual in every situation. WHAT ARE WOLFKIN? The Wolfkin guild on the MUD represents the very small group of people in the WoT books known as wolfbrothers. The term 'Wolfkin' rather than 'Wolfbrother' is used as the name of the guild on the MUD because females as well as males are allowed to join it. There are very, very few wolfbrothers in the books, Perrin and Elyas being the most notable, but more are allowed on the MUD for the sake of fun and letting it be RPed by anyone who wants to. Wolfkin are people born with a kinship to wolves, and this kinship usually shows up in adolescence (and usually occurs sooner if the person meets an older wolfkin to help guide them, such as Perrin meeting Elyas). The ability usually manifests itself when wolves sense the thoughts of the wolfkin and begin responding to them. At about this time, the eyes of wolfkin begin changing to a yellowish or golden color. Wolfkin gain several abilities related to their kinship with wolves (see help WOLFKIN ABILITIES for details), and are able to communicate with wolves and other Wolfkin through thoughts and images. (Note: Because of this kind of communication, Wolfkin are able to use gdt (guild channel) ICly, but only if it is RPed as being through thoughts and images.) Wolfkin after a while also develop very wolf-like reactions, such as baring their teeth when angered, and they tend to prefer being away from cities and large gatherings of people. For many Wolfkin, life is a constant struggle to balance being human and being kin to wolves, and if this balance isn't maintained it is very possible for wolfkin to completely lose their sanity and become lost to the wolf side, thinking that they are really wolves. The Wolfkin guild on the MUD has ranks as other guilds do, but they are very different from most other guilds. As Wolfkin are generally independent of each other and unorganized, most of the ranks are equal. There is a rank called Cub for newer members, and an Outcast rank for Wolfkin who have betrayed the wolves and are distrusted by them. Besides that, the rest of the ranks are equal and based on the individual WK's RP. As WK do not label themselves ICly, the rank names are only OOC designations resembling the individual character's RP, and WK should not be referred to by their rank names ICly. The ranks are relatively unimportant and not meant to hinder or restrict RP in any way. All Wolfkin choose wolf names for themselves and if you intend to play a Wolfkin then it is a good idea to start thinking of a wolf name when you think up your background (read help WOLF NAMES for details). WOLFKIN RP AND IC INTERACTIONS Wolfkin are already loners by nature because of their kinship with wolves, but this is made even more so by the fact that the golden colored eyes of Wolfkin make other people very suspicious of them, sometimes to the point of being called darkfriends. Wolves are widely misunderstood and thought to be creatures of the Dark One, which makes getting along with most people even more difficult. There are, of course, exceptions, but that is the attitude of the general population. In addition, here is a list of a few of the other guilds on the MUD who would have special and more defined interactions with Wolfkin: Aes Sedai: The Wolfkin ability is completely new to Aes Sedai and they have no understanding of it. Thinking it something of the One Power, the Red Ajah tried to gentle Elyas, who used to be a warder, but the gentling had no affect as it has nothing to do with the One Power. Because of the curiosity of Sedai who would want to study Wolfkin, the wise Wolfkin who wants to stay free avoids them. Children of the Light (aka Whitecloaks): The CotL, being a fanatical organization intending to destroy darkfriends, takes the misunderstanding of the nature of wolves to the extreme, thinking them creatures of the Dark One and assuming all Wolfkin therefore must be darkfriends. The Children smell wrong to the wolves, in the way that a rabid dog smells wrong, and a Wolfkin can usually smell the wrongness too. They are, of course, best avoided. (Note: Please keep in mind that ICly the CotL severely outnumbers Wolfkin and are an organized military, they should be AVOIDED, -NOT- HARASSED. If you wish to OOCly harass CotL or provoke them to conflict etc. then please don't join Wolfkin as our standard of RP is higher than that.) The Shadow/Dark: The wolves have a very severe hatred of all shadowspawn, and a pack of wolves would go out of its way to kill any shadowspawn. This hatred for shadowspawn carries over to Wolfkin and is why a Wolfkin cannot be a darkfriend. Please keep in mind that though Wolfkin can sometimes sense other peoples' emotions and intentions, they do NOT sense whether or not someone is a Forsaken or darkfriend. So if you know OOCly that someone is a darkfriend or a disguised Forsaken, do NOT pretend to be able to know this ICly as well. Tuatha'an (aka Tinkers): As Elyas is friends with Raen, a Tuatha'an Mahdi, and tinkers have camps outside large cities, Wolfkin generally get along well with Tinkers. Remember that they are peaceful people who follow the Way of the Leaf, and it is very impolite to bring a weapon into their camp. Those are just a few of the many groups of people in the WoT world and on the MUD. For most other guilds, each members' opinion of Wolfkin will most likely be separate from the rest of the guild's and will depend on that individual's RP (and vice versa for a Wolfkin's opinion of them). Also remember that these are very general tips and guidelines and individual RP may vary slightly. For example a Tuatha'an would not be friendly with a wolfkin who carries a weapon around in the Tuatha'an camp, or a Whitecloak may become enlightened and friendly toward Wolfkin after having his life saved by a pack of wolves and having a long conversation with a wolfkin. Of course, that Whitecloak would most likely not want to talk to his fellow Children of the Light about it for fear that they might think HIM a darkfriend too, so though individual attitudes may vary it is not likely that overall IC attitudes between entire guilds would change. |
:: Beginning |
.:. WOLFKINREQ |
For the seeking requirements of the Wolfkin Guild please see Template Show 13. |
:: Beginning |
.:. WOLFKINRP |
The following help file is intended as an explanation of what Wolfkin are, for players who have either not read the books yet or have not read them in a while, and a very loose guide to RP as a Wolfkin, which is intended as helpful advice and NOT restrictive rules that apply to every individual in every situation. WHAT ARE WOLFKIN? The Wolfkin guild on the MUD represents the very small group of people in the WoT books known as wolfbrothers. The term 'Wolfkin' rather than 'Wolfbrother' is used as the name of the guild on the MUD because females as well as males are allowed to join it. There are very, very few wolfbrothers in the books, Perrin and Elyas being the most notable, but more are allowed on the MUD for the sake of fun and letting it be RPed by anyone who wants to. Wolfkin are people born with a kinship to wolves, and this kinship usually shows up in adolescence (and usually occurs sooner if the person meets an older wolfkin to help guide them, such as Perrin meeting Elyas). The ability usually manifests itself when wolves sense the thoughts of the wolfkin and begin responding to them. At about this time, the eyes of wolfkin begin changing to a yellowish or golden color. Wolfkin gain several abilities related to their kinship with wolves (see help WOLFKIN ABILITIES for details), and are able to communicate with wolves and other Wolfkin through thoughts and images. (Note: Because of this kind of communication, Wolfkin are able to use gdt (guild channel) ICly, but only if it is RPed as being through thoughts and images.) Wolfkin after a while also develop very wolf-like reactions, such as baring their teeth when angered, and they tend to prefer being away from cities and large gatherings of people. For many Wolfkin, life is a constant struggle to balance being human and being kin to wolves, and if this balance isn't maintained it is very possible for wolfkin to completely lose their sanity and become lost to the wolf side, thinking that they are really wolves. The Wolfkin guild on the MUD has ranks as other guilds do, but they are very different from most other guilds. As Wolfkin are generally independent of each other and unorganized, most of the ranks are equal. There is a rank called Cub for newer members, and an Outcast rank for Wolfkin who have betrayed the wolves and are distrusted by them. Besides that, the rest of the ranks are equal and based on the individual WK's RP. As WK do not label themselves ICly, the rank names are only OOC designations resembling the individual character's RP, and WK should not be referred to by their rank names ICly. The ranks are relatively unimportant and not meant to hinder or restrict RP in any way. All Wolfkin choose wolf names for themselves and if you intend to play a Wolfkin then it is a good idea to start thinking of a wolf name when you think up your background (read help WOLF NAMES for details). WOLFKIN RP AND IC INTERACTIONS Wolfkin are already loners by nature because of their kinship with wolves, but this is made even more so by the fact that the golden colored eyes of Wolfkin make other people very suspicious of them, sometimes to the point of being called darkfriends. Wolves are widely misunderstood and thought to be creatures of the Dark One, which makes getting along with most people even more difficult. There are, of course, exceptions, but that is the attitude of the general population. In addition, here is a list of a few of the other guilds on the MUD who would have special and more defined interactions with Wolfkin: Aes Sedai: The Wolfkin ability is completely new to Aes Sedai and they have no understanding of it. Thinking it something of the One Power, the Red Ajah tried to gentle Elyas, who used to be a warder, but the gentling had no affect as it has nothing to do with the One Power. Because of the curiosity of Sedai who would want to study Wolfkin, the wise Wolfkin who wants to stay free avoids them. Children of the Light (aka Whitecloaks): The CotL, being a fanatical organization intending to destroy darkfriends, takes the misunderstanding of the nature of wolves to the extreme, thinking them creatures of the Dark One and assuming all Wolfkin therefore must be darkfriends. The Children smell wrong to the wolves, in the way that a rabid dog smells wrong, and a Wolfkin can usually smell the wrongness too. They are, of course, best avoided. (Note: Please keep in mind that ICly the CotL severely outnumbers Wolfkin and are an organized military, they should be AVOIDED, -NOT- HARASSED. If you wish to OOCly harass CotL or provoke them to conflict etc. then please don't join Wolfkin as our standard of RP is higher than that.) The Shadow/Dark: The wolves have a very severe hatred of all shadowspawn, and a pack of wolves would go out of its way to kill any shadowspawn. This hatred for shadowspawn carries over to Wolfkin and is why a Wolfkin cannot be a darkfriend. Please keep in mind that though Wolfkin can sometimes sense other peoples' emotions and intentions, they do NOT sense whether or not someone is a Forsaken or darkfriend. So if you know OOCly that someone is a darkfriend or a disguised Forsaken, do NOT pretend to be able to know this ICly as well. Tuatha'an (aka Tinkers): As Elyas is friends with Raen, a Tuatha'an Mahdi, and tinkers have camps outside large cities, Wolfkin generally get along well with Tinkers. Remember that they are peaceful people who follow the Way of the Leaf, and it is very impolite to bring a weapon into their camp. Those are just a few of the many groups of people in the WoT world and on the MUD. For most other guilds, each members' opinion of Wolfkin will most likely be separate from the rest of the guild's and will depend on that individual's RP (and vice versa for a Wolfkin's opinion of them). Also remember that these are very general tips and guidelines and individual RP may vary slightly. For example a Tuatha'an would not be friendly with a wolfkin who carries a weapon around in the Tuatha'an camp, or a Whitecloak may become enlightened and friendly toward Wolfkin after having his life saved by a pack of wolves and having a long conversation with a wolfkin. Of course, that Whitecloak would most likely not want to talk to his fellow Children of the Light about it for fear that they might think HIM a darkfriend too, so though individual attitudes may vary it is not likely that overall IC attitudes between entire guilds would change. |
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.:. WOLVES |
This help file is meant to point out a few important facts about wolves that anyone playing (or wanting to play) a Wolfkin character should know. Wolves exist in the real world and in the world of dreams (Tel'Aran'Rhiod) simultaneously, and even wolves that are dead in the real world still exist in the dream world. They do not see visions in Tel'Aran'Rhiod like some Dreamers and Wolfkin do. Wolves communicate with each other and with Wolfkin telepathically using feelings and images (see help WOLF NAMES for details). Wolves are intelligent and feel contempt for dogs, and Wolfkin treat them as equals, NOT as pets (so please do not RP petting them etc.). Wolves despise shadowspawn, and can smell shadowspawn even on peoples' minds. They actively kill shadowspawn whenever possible, and a pack of wolves can even bring down a myrddraal, but with much loss. Wolves sense people and can sense their emotions. Whitecloaks in particular smell wrong to wolves in the way that rabid dogs smell wrong. They also recognize Aes Sedai. |
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.:. WORTH |
This command lists the amount of gold you carry, the amount of gold you have in the bank, your current amount of Experience and the amount of EXP you need to raise a level. See also: Gold, Experience, Score |
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.:. WRITE |
There are quite a few things to read on the MUD. But the READ command works only on things like mail, or notes that you might pick up. There are various languages as well, such as Ogier or Old Tongue, Trolloc or Common. If you wish to read any of these languages, you need to have the "read <language>" skill. To read a mail or a note, simply type: read <item> or read <2.item> etc. Going right along with the READ command is the WRITE command. In order to write a note you need a blank piece of paper or parchment and a pen of some sort in your inventory. If you know a specific language you may write in it. > write ogier parchment quill At this point you'll be asked to type in the text of your note. Also note that you cannot use a specific language to send MUDmail, nor do you need any language skills to read MUDmail. See also: Boards, Mudmail |
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