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Other
.:. AC |
Your AC is your Armor Class. AC is not used at this time. See also: Score |
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.:. ACT CODES |
Combat specific codes: $b - Bodypart name $r - Region name $c - Code determined color. $f - Form name Generic Codes: $n - Characters name $N - Victims name $m - Him, her, it. Based on characters sex $M - Him, her, it. Based on victims sex $s - His, her, its. Based on characters sex $S - His, her, its. Based on victims sex $e - He, she, it. Based on characters sex $E - he, she, it. Based on victims sex $o - Object name $O - Second object name $p - Object short description $P - Second object short description $a - a or an, depending on if object name starts with a vowel $A - a or an, depending on if second object name begins with a vowel $T - Text. if no victim or second object is used, text may be passed. $F - First name. Only displays the first alias (name) of an object/victim if it has multiple See also: MOB ACT CODES |
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.:. ACTIVE CHANNELER |
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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.:. addnote |
Immortals Only addviolation <player> <comment> - adds an entry to the mud owned text note /violations/<player> containing <comment> and a timestamp. Use this command to keep track of policy violations. addnote <player> <note> - adds an entry to the mud owned text note /notes/<player> containing <comment> and a timestamp. Use this command to keep track of player information such as allowed multis, etc. See Also: edittext, viewtext, listtext, deltext |
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.:. addviolation |
Immortals Only addviolation <player> <comment> - adds an entry to the mud owned text note /violations/<player> containing <comment> and a timestamp. Use this command to keep track of policy violations. addnote <player> <note> - adds an entry to the mud owned text note /notes/<player> containing <comment> and a timestamp. Use this command to keep track of player information such as allowed multis, etc. See Also: edittext, viewtext, listtext, deltext |
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.:. ADVANCE |
Immortals Only advance <victim> <level> ADVANCE moves a player to a new level. If used to promote a player to an immortal level, and if you have the autowiz program installed, the wizlist and immlist will automatically be recreated. > advance ishamael 80 |
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.:. Aes 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 |
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.:. AesSedaiRequirements |
` -------------------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 |
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.:. AFFECTED |
This displays all of the weaves, diseases or skills that are currently affecting your character. Upon reaching level 30, entering this command will also list the duration of the affect. Syntax: <affected> (or any abbreviation of the word) |
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.:. AFFECTIONS |
This displays all of the weaves, diseases or skills that are currently affecting your character. Upon reaching level 30, entering this command will also list the duration of the affect. Syntax: <affected> (or any abbreviation of the word) |
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.:. AFFECTS |
This displays all of the weaves, diseases or skills that are currently affecting your character. Upon reaching level 30, entering this command will also list the duration of the affect. Syntax: <affected> (or any abbreviation of the word) |
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.:. Affinity for Weapons Talent |
This talent provides your character with a natural affinity for using weapons. It does not grant your character any actual skill with weapons, just the potential for that skill. This talent is a prerequisite for Blademaster. See also: Nonchanneling Talents |
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.:. AFK |
Type <afk> and tells to you will be accepted, but a message will be sent to the teller. To turn off your AFK flag, simply enter the command again. To customize the message sent to the teller, type: > afk <string> Example: > <afk I'm taking a nap.> This syntax would send the message "I'm taking a nap." to the person sending you a tell. See also: playback, tell |
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.:. AGE |
This is the IC age of your character. The command AGE sets your IC/Code age. Note that your age has no direct code effect on your person. > age <value> Sets your age to <value> > age 17 Sets your age to 17. See Also: Score |
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.:. AIEL |
============================================================= Aiel (eye-EEl) ============================================================= The Aiel are a race of people who live between the "wetlanders" in the Westlands and the Sharans in the east, in a desert which the Aiel call the Three-fold Land and which everyone else calls the Aiel Waste. Physically, Aiel can be recognized through their unusual height, characteristic pale eyes and light-colored hair, as well as their distinctive clothing. Not much is known about the Aiel by the outside world. Any wetlanders (as they call those who live to the west) entering the Waste are killed on sight; only peddlers, gleemen and Aes Sedai are given free passage. Tinkers can also move freely in the Waste if they so choose, as no Aiel will go near them. Aiel have a reputation for being vicious fighters, a reputation which was known by Artur Hawkwing, after a failed invasion, and by the Borderlands which have been raided repeatedly by the Aiel. For further information on Aiel, see also: Aiel Clans Aiel Descriptions Aiel Dictionary Aiel Handtalk Aiel Names Aiel Relations Aiel Sayings Aiel Societies Aiel Terminology Aiel Waste |
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.:. AIEL CLANS |
============================================================= Aiel Clans ============================================================= The Aiel are organized on several different levels. There are twelve Aiel clans, each of which has a clan chief; clans are further divided into septs, and septs subdivide into holdings which are individual settlements; each clan and sept also has a central hold. Aiel warriors also affiliate themselves with various warrior societies, which cross sept and clan boundaries, of which there are twelve. (See help Aiel Societies for the list of societies.) The lines of loyalty amongst clan, sept and society are tangled; but, roughly, allegiance to one's warrior society trumps clan allegiance. Aiel from any clan can join any society and will not raise spear against fellow society members, this allows open lines of diplomacy between all clans at all times. The twelve clans are the Taardad, Nakai, Shaido, Chareen, Goshien, Shaarad, Codarra, Daryne, Tomanelle, Miagoma, Reyn, and Shiande. In the Aiel guild of a Moment in Tyme, some of the clans are not available to players except by application only. The Shaido, Codarra, Daryne, Miagoma, and Shiande clans are closed to players, except by application. When choosing a clan, please keep this in mind. The Aiel clans and septs for each are listed below: =================================== | Taardad | Goshien | | Bitter Water | High Plain | | Bloody Water | Jhirad | | Chumai | Mosaada | | Four Holes | Red Salt | | Four Stones | Red Water | | Iron Mountain | Stones River | | Jagged Spire |===============| | Jindo | Reyn | | Miadi | Musara | | Nine Valleys | Two Spires | |=================================| | Chareen | Nakai | | Jarra | Black Cliffs | | White Mountain | Black Water | | Cosaida | Salt Flats | |=================================| | Shaarad | Tomanelle | | Black Rock | Jenda | | Haido | Serai | | Imran | Shorara | =================================== |
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.:. AIEL DESCRIPTIONS |
============================================================= Aiel Descriptions ============================================================= Aiel Features: The Aiel as a race are normally very tall. Their skin is naturally pale, but their faces and hands tan deeply because of the sun in the Waste. Their hair color varies from platinum and white-blond to red and reddish- brown. Aiel have eyes the color of grey, blue, green and hazel. No Aiel has dark eyes. Aiel men generally wear their hair short-cropped, with women growing it out in long and luxurious tresses. Maidens of the Spear cut their hair short, leaving a long tail in the back. Aiel Clothing: The Aiel warriors dress in the cadin'sor, "working clothes" in the Old Tongue, where the coat and breeches are brown and gray to fade into rock, sand, and shadow. Since coming across the Dragonwall into the wetlands, the cadin'sor have been adapted to suit the greener lands. They wear a soft, laced knee-high boot for their shoes. They also wear a shoufa, a scarf-like garment the color of sand or rock. It is worn wrapped around the head to protect them from the relentless sun and the warriors attach the trademark black veil to it for ease of access when they are ready to kill. The cut of a warrior's cadin'sor will indicate the wearer's clan and society. Aiel Wise Ones wear bulky brown skirts and loose white blouses, normally made of algode, with brown shawls. They are also typically covered in jewelry if they wish to wear it; female gai'shain and Maidens wear none. Gai'shain, those who submit to a year and a day of servitude because they are touched in battle, wear only white hooded robes and sandles. Aiel men who do not wear the cadin'sor can often be found in loose breeches and tunics, and men always go clean-shaven. Young girls wear short skirts and have braided pigtails, while young boys wear simple tunics and breeches. Aiel Weapons: Aiel carry an assortment of weapons with them. Some societies specialize in different weapons, but they have some proficiency with all of the weapons found in the Waste. The most common weapon is the stabbing spear. Maidens use a set of three short spears; Sovin Nai prefer long, curved knives; Seia Doon specialize in the sturdy hornbow. Aiel will never touch a sword, but they can be found wielding very long knives, some a foot or more in length. The hands and feet of an Aiel are often the most dangerous weapons they possess, though, and should never be considered truly 'unarmed'. |
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.:. AIEL DICTIONARY |
============================================================= Aiel Dictionary (Old Tongue Terms) ============================================================= Aan - One Aan'allein - One man / Man who is an entire nation. Aethan - Shield(s) Aiel - Dedicated Alcair Dal - The golden bowl Algai'd'siswai - The spear fighters Algode - Cotton-like material Allein - Man Aman - Dragon Atha - Person Atha'an - People Bekkar - Blood Cadin - Clothes Cadin'sor - Working clothes Cair - Gold Cal - Red Car - Chief Car'a'carn - Chief of Chiefs Carn - Chiefs Conde - Walker(s) Cor - Night Da'shain - The original name of the Aiel (Da'Shain Aiel) Dai - Battle Dal - Bowl Dar - Sister Darai - Spear Dareis - Spear Doon - Eyes Dore - Dancer Duadhe - Water Far - Of Gai - Battle Gai'shan - Pledged to peace in battle Gaidin - Battle Brother Hama - Mountain Har - Hand Jenn - True (Jenn Aiel - Truly Dedicated) Ji - Honor Kardon - Green-skinned fruit from a leafless spiny plant M'taal - Dogs Mael - Hope Mahdi - Seeker Mahdi'in - Seeker(s) Mai - Maiden Man - Related to sword or blade Mashiara - Beloved of heart / A love lost N'dore - Dancers Nai - Knife Oosquai - An Aiel liquor Rahien - Dawn Sara - Dance Seia - Black Sha'mad - Thunder Shadar - Shadow Shae - Stone Shae'en - Like Stone(s) Shaiel - She who is dedicated Shain - Peace Shan - Lord Shoufa - A dustveil Siswai - Spear Siswai'aman - Spear(s) of the Dragon Sor - Working Sorda - Rat Sorei - Runner(s) Sovin - Hands Staera - Copper scraping stick (used in sweat tents) T'mat - Tomato Tai - True Tai'shar - True Blood Toh - Obligation / Duty Zemai - Maize or corn |
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.:. AIEL FAUNA |
============================================================= Aiel Fauna ============================================================= - bloodsnake This snake is thick as an arm and three paces long. Its bite kills in three minutes. (V: 274: VI: 262) - blindworm (V: 127) - capar A boar-like beast in the Aiel Waste. It is smelly and foul natured. It's meat is edible and it's hide can be used for many things. (V: 185) - gara Two feet long and thick, with yellow stripdes running down its bronze scales, this lizard can bite through a boot and has venom enough to kill a bull. It isn't dangerous unless you are stupid enough to step on it, although it does blend in well with the cracked clay of the Three-Fold Land. (IV: 792) - lion A large, savage cat that has become accustomed to the harsh lands of the Aiel Waste. The males are maned, and the females hunt in packs. They have tan-brown fur. (IV: 792) - mountain king A very poisonous snake which lives in holes in the ground in the Three-Fold Land. (IV: 856) - ridgecat A medium-sized feral cat which is known among the Aiel for its stalking abilities. (III: 456,IV: 298) - rodehen (V: 263) - sorda A sorda is a mean and especially vile rat, especially sly and good for absolutely nothing. Its flesh is rank, and even cats seldom ate the ones they kill. (V: 92) - stinkadder (V: 60) - two-step The two-step is a small brown snake with deadly venom. It is said that those who are bitten by this snake are dead before they take two-steps. (IV: 792) - yellowfly (VI: 287) |
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.:. AIEL FLORA |
============================================================= Aiel Flora ============================================================= - bluespine (V: 101) - corpse moss A dark grey moss which can be found growing profusely in deep caves in the Aiel Waste. (IV: 96) - kardon A leafles, spiney plant that produces a sweet bulbous fruit with a tough greenish skin. (IV: 812) - loveapples A plump fruit. (IV: 585) - needleburr A sticker or burr which is irritating against the skin. (IV: 561) - segade A fat, leathery and spiney plant with large white blossoms. (V: 98) - silverleaf (IV: 559) - sweetroot (V: 277) - t'mat A fruit grown in Aiel gardens which is like a tomato. (IV: 885) - zemai A vegetable grown in AIel gardens which is like maize, or corn. (IV: 885) |
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.:. AIEL HANDTALK |
============================================================= Aiel Handtalk ============================================================= Every clan and society of the Aiel use some kind of what they term handtalk. It is a flashing of the hands and fingers to relate words and phrases. It is a warrior language, as it is often used to direct battles without alerting the enemy of their intent, before or during battle. All Aiel know some of this handtalk, but only the Maidens of the Spear have made it a full language. It is said even a silent Maiden can talk one's ear off, unless you tie her up. |
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.:. AIEL NAMES |
============================================================= Aiel Names ============================================================= This list represents all of the characters named in the books; it is not intended to be an exhaustive list of all Aiel names, however. Despite the length of the list, there is evidence of the same name being used for more than one character. These names are examples of Aiel names, and should be used to help you choose a name which sounds suitably Aiel. Female: Adelin, Aerin, Aeron, Agirin, Alarys, Alsera, Amaryn, Amys, Aviendha, Baerin, Bain, Bair, Beira, Belinde, Beralna, Carahuin, Chaelin, Chenda, Chiad, Chiarid, Chion, Chuonde, Coedelin, Colinda, Corana, Corehuin, Corelna, Cosain, Cowinde, Dailin, Desaine, Desora, Domeille, Dosera, Dorailla, Dorindha, Dyrele, Edarra, Efalin, Emerys, Enaila, Estair, Estalaine, Faraighin, Harilin, Isan, Jair, Jalani, Joinde, Jolien, Lamelle, Lerian, Liah, Lian, Luaine, Maira, Malindare, Megana, Meira, Melaine, Melindhe, Melindhra, Mera, Micara, Modarra, Mora, Morin, Naeise, Nandera, Nerilea, Niella, Norlea, Rhiale, Rhian, Riallin, Rodera, Sarinde, Seana, Sefela, Sevanna, Shaiel, Somara, Someryn, Sorilea, Sotarin, Sulin, Suraile, Surandha, Therava, Tialin, Tion. Male: Bael, Bendhuin, Bruan, Cairdin, Caldin, Camar, Cassin, Coram, Corman, Couladin, Darin, Dedric, Dhael, Dhearic, Erim, Feran, Garan, Gaul, Hamal, Han, Heirn, Indirian, Janduin, Janwin, Jenric, Jeordam, Jheran, Juranai, Juric, Laerad, Leiran, Maeric, Mandelain, Mandhuin, Mangin, Maric, Meciar, Muradin, Rhuarc, Roidan, Saeric, Sanduin, Sarien, Seirin, Suladric, Taric, Timolan, Turol, Urien. |
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.:. AIEL RELATIONS |
============================================================= Aiel Relations ============================================================= First-sister: woman with the same mother. First-brother: man with the same mother. Near-sister/brother: friend who is as close as a first-sister/brother. Second-sister: woman who is your mother's niece. Father-sister: woman who is your father's niece; this is not as close a bond as second-sister. Sister-wife: woman who shares your husband. Second-mother: your mother-in-law. Sister-mother and sister-father: aunt and uncle on your mother's side. Greatmother and greatfather: your mother's parents. Second greatfather and second greatmother: your father's parents. |
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.:. AIEL SAYINGS |
============================================================= Aiel Sayings ============================================================= I see you, [name] = This is the standard Aiel Greeting used in the Three-fold Land. I am [name] of the [sept] [clan]. May you find shade this day = This is the standard Aiel introduction used in the Three-Fold Land. May you always find water and shade = This is usually used as something an Aiel says when leaving. My water is yours = A sign of friendship offered and respect. Water is scarce and a peaceful offering can be used to strengthen relationships between people or clans. My water is yours and the shade of my septhold will welcome you = This sign of friendship can only be used by a Sept Chief or a Clan Chief. Your honor is mine = A sign of great respect. May I never know shade if I do(n't) = Exceedingly strong oath. Dance with me [name] = Said to an enemy during battle. Sleep well and wake/Sleep to wake = Said at times of leaving as a goodbye. Grounding the spears = Making peace, or putting away thoughts of war. The dream ending/Waking from the dream = Dying. Turning my own spear on me = Giving me a taste of my own medicine. Stab your own foot with a spear = Shoot yourself in the foot. Your tongue tosses bright colors on the wind = You boast. Shade of my heart = My love. May we see the sun rise together, shade of my heart = I'll see you again, Light willing. They hear only the wind = They will not listen. Some time again maybe, someday = Never. 'Up spears!' = Battlecry. 'Ship', 'bridge', and 'city' are strange words to the Aiel, and don't exactly roll off the tongue. Most Aiel stumble over words like 'boat' and 'dock' -- they are just things in stories. Aiel commands are sometimes phrased as suggestions. See also: Aiel Terminology |
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.:. AIEL SOCIETIES |
============================================================= Aiel Warrior Societies ============================================================= All Aiel warriors belong to a Society. There are twelve such societies. Seia Doon (Black-Eyes), Far Aldazar Din (Brothers of the Eagle), Rahien Sorei (Dawn-Runners), Sovin Nai (Knife-Hands), Far Dareis Mai (Maidens of the Spear), Hama N'dore (Mountain- Dancers), Cor Darei (Night-Spears), Aethan Dor (Red-Shields), Shae'en M'taal (Stone-Dogs), Sha'mad Conde (Thunder-Walkers), Tain Shari (True-Bloods), and Duadhe Mahdi'in (Water-Seekers) Women may become warriors, but they may only join the Maidens of the Spear. The Aiel Societies are complex organizations, almost as tightly knit as clans. Even if two clans are at war, one society member would not fight another of a different clan. Thus lines of communication are always open between the clans. Some members of a society will not even marry close kin to their society-brothers, as it would be like marrying your own blood. Each society has a different purpose, and there is specific information in each clan under their personal help files (Listed in red). See also: Black Eyes, Brothers of the Eagle, Dawn Runners Knife Hands, Maidens of the Spear, Mountain Dancers, Night Spears, Red Shields, Stone Dogs, Thunder Walkers, True Bloods, Water Seekers. |
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.:. AIEL TERMINOLOGY |
============================================================= Aiel Terminology ============================================================= General Terms: Algai'd'siswai = Warriors. Literally 'spear fighters' Armcry = Battlecall. (The) Dance = Battle. Da'tsang = Despised one. Gai'Shain = Warriors who were taken in battle - they serve for a year and a day, obeying humbly, touching no weapons, and doing no violence. Insults = Cowardly snakes. Honorless dogs. Dogrobbers. Ji'e'toh = Honor and obligation/Honor and duty. Lost One = Tinker. Oosquai = Potent liquor made of zemai. Brownish hued and mostly tasteless. Regard-Gift = When a man gives a woman a gift. Soft-Lands = The lands outside the Three-Fold Land. Three-Fold land = Aiel name for the Waste. Treekillers, Oathbreakers = The Cairhienin. Water-Oaths = Anyone who takes water-oaths say that anyone with them will be treated as if there are of the same society. Watersharers = What the Cairhienan are called. Wetlander = A non-Aiel, a person from the wetlands. Wetlands = The lands outside the Three-Fold Land. Shadow Terms: Sightburner, Leafblighter, Sightblinder, Grassburner = The Dark One Shadowsouled = Forsaken. Eyeless, Shadowman, Nightrunner = Myrddraal. Shadowtwisted, Leafblighter's Get = Trollocs. Shadowrunners = Darkfriends. Soulless = Gray Man. Shadoweyes = Animals that spy for the Dark One. (Ravens, rats, etc.) Common Sayings: Grounding the spears = Making peace, or putting away thoughts of war. The dream ending = Dying. Turning my own spear on me = Giving me a taste of my own medicine. Stab your own foot with a spear = Shoot yourself in the foot. Your tongue tosses bright colors on the wind = You boast. Shade of my heart = My love. May we see the sun rise together, shade of my heart = I'll see you again, Light willing. They hear only the wind = They will not listen. Some time again maybe, someday = Never. Formalities: Formal greeting: I see you, [name]. May you find shade this day. A gesture of respect: My water is yours. Another word of respect: Your honor is mine. Greeting: I see you, [name]. Greeting: I am [name] of the [sept] [clan]. May you find shade this day. Greeting: May you find shade this morning, [name]. Goodbye: May you always find water and shade. Goodbye: May you find water and shade, [name]. Goodbye: May you find water and shade this day, [name]. Goodnight: Sleep well and wake. Thanks: My water is yours, and the shade of my septhold will welcome you. Aiel Oath: May I never know shade if I do. Aiel Oath: May I never find shade if (it is not/I don't/it is/etc.) Battlecry: 'Up spears!' 'Ship', 'bridge', and 'city' are strange words to the Aiel, and don't exactly roll off the tongue. Most Aiel stumble over words like 'boat' and 'dock' -- they are just things in stories. -This is growing less and less true the longer the Aiel spend in the wetlands and grow accustomed to the softer lands. Aiel commands are sometimes phrased as suggestions. See also: Aiel Sayings |
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.:. AIEL WASTE |
============================================================= Aiel Waste ============================================================= The Aiel Waste is a vast, arid land to the east of the Westlands, separated from the latter by the mountain range known as the Spine of the World, or the Dragonwall, to the west, the chasms and precipices of Shara to the east, the Blight in the north, and the Sea of Storms in the south. These four borders, and the hot, dry, roadless terrain keep the Waste an isolated land, as does the Aiel's harsh treatment of foreigners. Blistering temperatures ravage the land by day and glacial ones freeze it at night. It is a land of mountains and valleys dotted by numerous rock formations, including many spires. It has almost no vegetation and what there is, is small and virtually useless. Not many animals live in the Waste, but the ones that do are usually as treacherous as the land itself. Despite the daunting environment, the Aiel people make the Waste their home. The majority of Aiel live in and among the craggy rock formations. These holds, as they are called, are approximately the size of villages. The Aiel have their own name for the Waste, the Three-Fold Land: First, because it is a shaping stone to make them; second, it exists as a testing ground to prove their worth; third, it serves as a punishment for their sins against the Aes Sedai. The Aiel have absolute control of the land and only allow peddlers, gleemen and Tinkers to enter it. During the Trolloc wars, the Trollocs gave it the name Djevik K'Shar, or "The Dying Ground," due to the immense ferocity and fighting prowess of the Aiel. |
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.:. AIR |
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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.:. 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 |
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.:. ajax client |
Ajax Client The Ajax Client for a Moment in Tyme is an excellent way to connect to the mud if you do not have access to a full telnet client. It also allows you to log in, even if you are currently logged in from home, and see a mirror of what is happening on your home connection. There are several steps to take before you can use the Ajax Client. First and foremost, you must initially log in to the character you wish to use and type 'option ajax'. This will enable the Ajah Client to be used on this character. Next, go to the Moment in Tyme website located at: http://www.tymemud.com. Click on the Connect tab. In the right hand of your screen, you will see an area for you to logon your mud character. Once you logon to the character you enabled the Ajax Client for, scroll down to where it says "Ajax enabled web client". You should now be connected to your character. If you have not already, you may choose to "Logon" the character of your choice. See also: Ajax Options |
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.:. ajax options |
Ajax Options There are several options to choose from in the Ajax Client. Enable/Disable headers/footers. This option will enable or disable the website headers and footers. This is a good choice for those who want to make more space for the Ajax Client. Logon If you are not already connected from another client, you may choose to Logon the character of your choice. Fonts You may choose from five different fonts. The default is "Fixed". Width The option changes the width of the scrollback that appears on your screen. Max Scrollback Memory You may choose how much memory is used in retaining your scrollback. The default is 65 kilobytes. Update Settings Hit this button to update any of the settings you may have changed. Pull Down Tab Below the MUD output screen, there is a pull down tab. This allows you to choose from actions you have previously into into the MUD. Command Line Directly beneath the pull down tab there is a long black line. You may enter MUD commands and actions here. Submit You may click this button to submit your MUD commands, or you may simply press enter. Port The default port for the live MUD is 6969. Auto Scroll If this is clicked, your screen will automatically scroll. Auto Refresh If this is clicked, your screen will automatically refresh with the most current actions on the MUD. |
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.:. ALIASES |
An alias is a single command used to represent one or more other commands. The ALIAS command can be used to manipulate your character's aliases. Type ALIAS alone to see a list of your currently defined aliases. Syntax: <alias> Type "ALIAS <alias name> <command>" to create a new alias. The alias name must be one word. The command can be any string. Any command may be overridden by an alias. Example: > alias pbd playback delete all > alias gac get all corpse To delete an alias that you have made, type ALIAS <alias name>. Example: > alias pbd This would delete the alias "pbd" from your list. A semicolon can be used to define multiple actions to be taken with a single alias. Example: > alias st wake<semicolon>stand Entering this alias while you were sleeping would make you wake up, then stand up. The variables $1, $2, ... $9 may be used to represent arguments given with an alias. The variable $* may be used to represent any string of words after an alias. Example: > alias nuke weave 'call fire' $1 <semicolon> weave 'implode' $2 > nuke dain jaret This would weave call fire on Dain, followed by weaving Implode on Jaret. Example: > alias gdt wc $* > gdt Morning guys, kill any DFs today? This would allow you to use the WC guild channel by typing gdt <string>. Variables may be used repeatedly and in any order. Example: > alias helpem weave 'heal' $1 <semicolon> weave 'protection' $1 <semicolon> weave 'strength' $1 This would cast all three of these weaves on the target. |
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.:. Ambidexterity Talent |
**This talent allows one to use both hands equally without penalty when relating to writing and wielding weapons. *see also: Nonchanneling Talents |
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.:. ANDOR |
Help Information for the Nation of Andor SIGIL: A rampant white lion; the White Lion BANNER: A white lion rampant on a field of red CAPITAL CITY: Caemlyn SYMBOLS: The Lion Throne and the Rose Crown of Andor RESOURCES: Grain, wool, tabac, precious metals, iron The realm of Andor is the largest nation in the Westlands, stretching from the Mountains of Mist in the west to the River Erinin in the east. It is one of the oldest nations, dating back from the time of Artur Hawking's death at the start of the War of the Hundred Years. Before this, it was a province under Hawkwing's governor Endara Casalain. The royal line of Andor can still trace its rule to Joal Ramedar, the last King of Aldeshar before Hawkwing's time. Upon Hawkwing's death, Endara's daughter Ishara joined with Hawkwing's grestest general, Souran Maravaile, taking control of the province from her mother, and became the first Queen of Andor. Since that time, only Queens have ever ruled Andor, thanks to a long lineage of daughters, eventually making the phenomenon a tradition that has endured even today. Only a Queen may wear the Rose Crown of Andor and sit the Lion Throne, which is sized for a woman. The eldest daughter is named the Daughter-Heir, and by law is sent to the White Tower to study, and then ascends the Lion Throne upon her mother's death or retirement. Her eldest brother is the First Prince of the Sword, and is sworn to protect her, trained from childhood to command the Queen's armies and serve as her military advisor. When there is no surviving daughter, the Lion Throne is given to the nearest female blood relative. Much dispute arises in these decisions, for lineage is not based only on close relation to the Queen, but also in matrilineal descent from Ishara. Sometimes, it leads to what are known by those outside of Andor as 'The Andoran Wars of Succession.' Andorans, however, prefer to refer to them as 'disturbances' and stubbornly avoid calling them 'wars'. Much of Andor's success can be attributed to its export of goods such as wool, precious metals and ironwork, tabac, and grain, providing a healthy economy. The Andoran mark is one of the more highly valued coins, and has more weight in gold than 'equivilant' coins of other nations. Andor's other strength is her military, in a tradition set forth from Ishara's time. Made up primarily of the Queen's Guards, Andor's forces are to be reckoned with. Andor has always been subject to outside pressure, particularly from the Children of the Light, and the bordering nation of Murandy to the south. As well, Andor has been at war with Cairhien more times than any two nations except Tear and Illian. Despite this animosity however, Andor has been a major supplier of grain to Cairhien since the Aiel War. Currently, Andor is ruled by Elayne Trakand Aes Sedai, by the Grace of the Light, Queen of Andor, Defender of the Realm, Protector of the People, High Seat of House Trakand. Of the Green Ajah, Elayne is the first Aes Sedai Queen in over a thousand years, for none other before her have been strong enough. Her brother Gawyn is the First Prince of the Sword, while a woman, Birgitte Trahelion, serves as Captain-General. Elayne ascended the Lion Throne, narrowly avoiding a War of Succession, after her mother, Queen Morgase, disappeared. The former Queen is presumed dead, as she has been missing for quite some time. See Also: Andorans, Nations, Rulers, Update, Andoran Law |
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.:. ANDORAN LAW |
The Laws of Andor Whereas the Queen of Andor, By the Grace of the Light, Seat of our Government, who holds sovereignty over the nation and us all, who provides Protection for us, and who sits as Commander of Her Guard, is Just, her Laws are written as such and shall be obeyed and executed without question or tarry. Whereas the Queen is good and the Queen is just and the Queen is sanctioned by the Light, the statutes of Andor are thus also and are these: Whereas Rebellion is the willful attempt to undermine the Queen's Authority, and whereas it is also an attempt to willfully undermine Her Sovereignty and the Realm's sovereignty, shall it be outlawed, and shall the punishment for it be death, or a more merciful castigation should the Court or the Queen or any other Ministers of Justice believe it to be needful. Whereas Vigilantism is an attempt to undermine the Queen's authority, by taking the law into one's own hands, shall it be outlawed, and the punishment be death, banishment, imprisonment, or fines gathered by the State, depending on the extent of the crime. Whereas Service to the Shadow is the willful dedication of oneself to the Shadow, and whereas Service to the Shadow is anathema to the Light, shall it be outlawed, and shall the punishment be death should the transgressor not be turned to the Light, and if the offender is once again turned to the Light, then shall the individual be tried and punished for any other crimes against the Law of Andor. Whereas Murder is the work of the Shadow and the destruction of a Thread from the Pattern, shall it be outlawed and deemed foul and cruel. The punishment for Murder done violently and knowingly and out of spite or offense shall be death, banishment, or long imprisonment. For Murder of a nature that is without knowledge or done mistakenly shall the punishment be imprisonment, and shall the State have the right to demand a fine and the family of the victim seek remuneration of a feasible amount. Whereas Threatening Murder is coercion to perform acts unwanted, shall it be outlawed, and shall the punishment be imprisonment and a fine gathered by the State and the victim. Whereas Assault is the doing of violence by one to another, shall it be outlawed, and shall the punishment be imprisonment, or a fine gathered by the State and the victim, or shall both actions be taken if the assault be of brutal enough nature. Whereas threatening Assault or other violence is coercion to perform acts unwanted, shall it be outlawed, and shall the punishment be imprisonment or a fine gathered by the State and the victim, or shall it be of nature grave enough, shall the punishment include both. Whereas Torture is cruel and Assault and the means of the Shadow, shall it be outlawed, and shall the punishment be long imprisonment and flogging, banishment, or death as the occasion warrants. Whereas Harassment is unwarranted and bothersome behavior towards any one individual by another, shall it be outlawed, and shall the punishment for such actions be imprisonment or a fine gathered by the State and the individual victim, or shall both punishments be placed upon the transgressor as the occasion warrants. Whereas Theft is the stealing of goods from one person by another, shall it be outlawed, and shall the punishment be repayment twofold the value of the goods stolen, and shall the theft be of a grand enough nature, then, too, shall imprisonment ensue. If the debt cannot be repaid, the offender shall be assigned to community service for an appropriate time period. Whereas Banditry is the threatening of individuals to coerce the resignation of goods, shall it be outlawed, and shall the punishment be long imprisonment or banishment, and shall the act of banditry include acts of Assault or Murder, shall the punishments for those, too, be applicable. Whereas Kidnapping is the unwanted capture of an individual, and whereas it is the theft of one's personal freedom and rights, shall it be outlawed, and shall the punishment be long imprisonment, banishment, or death as the occasion warrants. Whereas Espionage is the conspiracy of other states to undermine the security of the Realm, and whereas it is an attack against the sovereignty of the Queen and the State, shall it be outlawed and the penalty be death, banishment, or long imprisonment. Whereas Forgery is the clear fabrication of papers signed or sealed by one with the name of another, and whereas it is deception to those viewing papers of law, shall it be outlawed, and shall the punishment be imprisonment and a fine gathered by the State and by that person whose name was besmirched. Whereas Impeding the Court's Justice forestalls Justice itself and conspires to send the Realm into anarchy, shall it be outlawed, and shall the punishment be imprisonment or a fine gathered by the State, or shall the punishment be a combination of both as the situation might be. Whereas Disobedience or Insubordination to the Queen or the Ministers of Her Justice seeks to further anarchy and chaos, shall it be outlawed, and the punishment for such actions shall be as the Queen Herself or the Ministers of Her Justice believes to be suitable. See Also: Andor, Andorans |
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.:. ANDORANS |
Andoran Appearances and Fashions The people of Andor are referred to as Andorans. They are usually fair-skinned, often with blue eyes and blonde hair, though dark hair and dark eyes are more common. Andoran women usually wear dresses with square-cut necklines, showing little if any cleavage, with fitted sleeves. Embroidered flowers and leaves are not uncommon, as well as woven belts. Andoran noblewomen usually wear silk dresses with embroidery in metallic threads, and belts of woven silver or gold. Commoners usually wear good stout wool, with an apron. Andoran men wear trousers and shirts with a coat over all. The coat is made with turned-back cuffs and an upstanding collar. Noblemen often wear silk or brocade, embroidered with metallic threads. Common men usually wear serviceable wool. Both men and women usually wear cloaks as needed. Palace servants wear livery of red with white collars and the White Lion of Andor on their chests. The uniforms of the Queen's Guards include a red undercoat, gleaming mail and plate armor, and a brilliant red cloak. Long white collars hang over the armor, and white cuffs at the wrist. Their helmets are conical with barred visors, and they often carry lances with thin red streamers. High- ranking officers wear knots of rank on their shoulders. The Captain-General wears four golden knots and wide gold bands on his (or her) white cuffs. Andorans are known to be stubborn, but brutally honest. They are not fond of intrigues or beating around the bush, and are considered a practical, hard-working and loyal people for the most part. Battle Cry: Forward the White Lion! See Also: Andor, Nations, Andoran Law |
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.:. ANGREAL |
Angreal, Sa'angreal and Ter'angreal are artifacts of an earlier age, created with the One Power for various purposes. All are physical objects (a ring, a plaque, a disc, a box, a pendant, a doorframe, etc.). An Angreal is an item which increases the total amount of power which a channeler can safely handle. This increase is apparently large, but seems to vary with the Angreal. Non-channelers have no use for these. *'angreal are rare and given to players infrequently and only through the Story department. See Ayasha with questions. See also: Sa'angreal, Ter'angreal |
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.:. ANSI |
If you have a color-capable terminal and wish to see useful color-coding of information, use the COLOR command to set the level of coloring you see. > color off This command disables all color. > color sparse > color normal > color complete Advanced use only: > color show These three commands turn color on to various levels. Experiment to see which level suits your personal taste. COLOR SHOW is an advanced command that causes the MUD to display the embedded color codes rather than translating them into colors on your screen. This is useful for copy-pasting colored text, for instance. Using color will slow down the speed at which you see messages VERY slightly. The effect is more noticeable on slower connections. Even if you have color turned on, non-colorized messages will not be slowed down at all. You can also add color to titles or text by typing `` followed by 1-7 or !-* excluding only the $ symbol. This color code does not work correctly so instead, the symbol * substitutes for Blue color. Keep in mind, you must end all strings with color codes added to them with the color code ` to keep the color from bleeding on yours and others screens. See also: Colorcodes, talkcolor, color show |
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.:. ANSWER |
The QUESTION and ANSWER channels are public and are available to everyone. Anyone who has the channels turned on will hear the Questions asked and may Answer them if they wish. It is a good way to get information on topics you might not find in help files. See also: Channels |
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.:. AP |
-------------------- Attack Points -------------------- Attack Points are those Combat Points used to attack an opponent while in battle. Anything not used for an attack can be used for defense. See also: Phase, Turn Attack, Combat Points, Defense Points |
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.:. ARAD DOMAN |
Help Information for Arad Doman Pronunciation: AH-rahd do-MAHN SIGIL: A silver hand, grasping a silver sword by the blade, point down; the Sword and Hand. BANNER: The Sword and Hand on a field of four green and three blue horizontal stripes. CAPITAL CITY: Bandar Eban RESOURCES: Trade The nation of Arad Doman lies off the coast of the Aryth Ocean, and has relied largely upon trade for its wealth. Over the years, Arad Doman has bickered with the nation of Tarabon over the land to the south known as Almoth Plain. This bickering came to outright war, just before the arrival of the Seanchan. Arad Doman is one of the few nations which surrendered to the Seanchan after the former ruling family was deposed or had fled the country. As a result, Almoth Plain was 'awarded' to Arad Doman for its cooperation, and both territories are now ruled by Philipe Ankaer, High Lord of the Blood, a native of Arad Doman raised to the Blood after swearing the Oaths. The nation's capital is Bandar Eban, which is said to have been built on the ruins of an older city after the War of the Hundred Years. It lies at the mouth of the River Daghon on the coast of the Aryth Ocean, and is home to the famous Terhana Library. Since the arrival of the Seanchan, the city has been stable. No one seems to know what happened to King Alsalam since the Seanchan arrived, nor the rest of his family. Rumors suggest that the Seanchan did something to them, and these rumors tend to cause a great deal of uneasiness among the people. There are also rumors of a "Domani Resistance" beneath the surface, and despite the Seanchan's best efforts to quell it, this small group of brave souls somehow refuses to be crushed. THE DOMANI PEOPLE Arad Doman is a nation known best for its women and the skill of its people in commerce. Most Domani merchants are women, and the nation has owed its wealth and success to their skill in bartering and wrapping men around their fingers in a brand of seduction that has become, among them, an art form. Domani women are legendary for their beauty, copper-skinned and exceedingly graceful. It is said they can twist a man around their wrist with a look, and imprison his heart with a smile. Their dresses are scandalous by most standards, barely opaque, and clinging to every curve, hinting at everything, while revealing nothing. Domani men usually have long, thin moustaches and wear earrings, and are known famously for their quick tempers. Some blame their temperament on having to deal with their women, while others claim it is caused by eating with sursa, which are thin, lacquered sticks. In the past, the Domani acquired much of their wealth by trading with the Seafolk, but with the Seanchan presence, the Atha'an Miere have been scarce. Arad Doman's commerce has turned to Tarabon and Saldaea, as well as through sea trade with other nations and the Seanchan. |
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.:. ARAFEL |
Help Information for Arafel SIGIL: A red rose and a white rose; the Roses. BANNER: Three white roses on a field of red quartered with three red roses on a field of white. CAPITAL CITY: Shol Arbela RESOURCES: Farming, Trade The nation of Arafel is one of the Borderlands, and lies between Shienar to the west, and Kandor to the east. It is a rugged and slightly less hospitable country than most regions, and is mostly made up of farming communities. Currently, Paitar Nachiman, King of Arafel, Shield of the North, Defender of the Land, and High Seat of House Nachiman holds the throne. His sister, PrincessKiruna Nachiman, is an Aes Sedai of the Green Ajah. The people of Arafel are known as Arafellin. Their men usually wear their hair in two long braids with silver bells attached to the ends. Most Arafellin are pale-skinned and appear to have unusually large eyes. Arafellin warriors are highly skilled, and always wear two swords strapped to their backs, one hilt over each shoulder. They are trained in ambidextrous combat, so that they can use both swords at once, one in each hand. "Light and Honor." - Arafellin Greeting "The dancing is sweeter on the edge of a sword." - Arefellin saying Other tidbits: Arefellins have strange ideas about honor and death. Arefellin Kings often rely more on their Queen for advice than from councillors. Arefel, like all of the Borderlands, have a distinguished and formidable military reputation. See Also: Update, Nations |
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.:. ARAFELLIN |
Help Information for Arafel SIGIL: A red rose and a white rose; the Roses. BANNER: Three white roses on a field of red quartered with three red roses on a field of white. CAPITAL CITY: Shol Arbela RESOURCES: Farming, Trade The nation of Arafel is one of the Borderlands, and lies between Shienar to the west, and Kandor to the east. It is a rugged and slightly less hospitable country than most regions, and is mostly made up of farming communities. Currently, Paitar Nachiman, King of Arafel, Shield of the North, Defender of the Land, and High Seat of House Nachiman holds the throne. His sister, PrincessKiruna Nachiman, is an Aes Sedai of the Green Ajah. The people of Arafel are known as Arafellin. Their men usually wear their hair in two long braids with silver bells attached to the ends. Most Arafellin are pale-skinned and appear to have unusually large eyes. Arafellin warriors are highly skilled, and always wear two swords strapped to their backs, one hilt over each shoulder. They are trained in ambidextrous combat, so that they can use both swords at once, one in each hand. "Light and Honor." - Arafellin Greeting "The dancing is sweeter on the edge of a sword." - Arefellin saying Other tidbits: Arefellins have strange ideas about honor and death. Arefellin Kings often rely more on their Queen for advice than from councillors. Arefel, like all of the Borderlands, have a distinguished and formidable military reputation. See Also: Update, Nations |
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.:. AREAS |
Entering this as a command provides a list of all of the MUDs areas currently in the game and their builders. > areas |
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.:. ARMOR |
Your AC is your Armor Class. AC is not used at this time. See also: Score |
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.:. ARMY |
-------------------------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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.:. asha man |
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 |
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.:. ASHA'MAN |
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 |
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.:. ASK |
Ask is a command like whisper that allows you to direct a question to a player who is in the same room as you, without anyone else hearing it. Syntax: ask <Target Name> <Question> ask Parol What did you do with my heron mark blade? Parol will see you ask him your question. Other players will see that you have asked Parol a question, but they cannot see what you asked him. This command is not generally used much anymore for IC purposes, though it can, as stated above, be used in place of the 'whisper' command. See Also: Whisper, IC, OOC, Emote |
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.:. ASSIST |
The ASSIST command no longer works. In order to aid a friend in battle, you must now type "turn attack <target>" See also: Turn-Based Combat |
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.:. AT |
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 |
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.:. Attack Points |
-------------------- Attack Points -------------------- Attack Points are those Combat Points used to attack an opponent while in battle. Anything not used for an attack can be used for defense. See also: Phase, Turn Attack, Combat Points, Defense Points |
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.:. ATTRIBUTES |
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 |
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.:. AURA SIGHT |
This talent is not currently available. |
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.:. AURASIGHT |
This talent is not currently available. |
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.:. AUTHORIZATION |
When you first start, you are an "Unauthorized" character. Your range of commands is *very* limited at this point, and you are confined to a small area of the mud. If your name is acceptable an Immortal or Visitor Guide will authorize you and you will have access to the rest of the mud and to more commands. The reason for Authorization is twofold: 1. It prevents new players from spamming others and killing newbies. 2. It is insures the mud isn't filled with OOC names (ComputerDude, LeatherHead, etc.). See also: Names, Immortal |
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.:. AUTHORIZE |
Immortals Only authorize list | <victim> | revoke <victim> AUTHORIZE can be used to authorize an Unauthorized player or to revoke that players autorization. > auth list {lists the Unauth'd players on} > auth traes {authorizes Traes} > auth revoke traes {remove's Traes's authorization} See also: Authorization |
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.:. AUTO |
There are several automatic actions you can activate here; to toggle them, enter their names. AUTO : See what auto actions you have on. AUTODOING : Alerts when you move and still have a 'doing'. ("help doing"). AUTOEXIT : Automatically display exits. AUTOGOLD : This option is no longer functional. AUTOSPLIT : This option is no longer functional. AUTOLOOT : Automatically loots the corpse of the one you just killed. AUTOSAC : This option is no longer functional. AUTOASSIST : This option is no longer functional. Channelers Only: AUTOCUT : Automatically tries to cut all flows woven on you. LINK ACCEPT : Allows you to enter links without cutting the flows. Syntax: (example) -> autoexit . (result) -> Autoexits disabled/enabled. See also: Link, Slice |
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.:. AUTOASSIST |
There are several automatic actions you can activate here; to toggle them, enter their names. AUTO : See what auto actions you have on. AUTODOING : Alerts when you move and still have a 'doing'. ("help doing"). AUTOEXIT : Automatically display exits. AUTOGOLD : This option is no longer functional. AUTOSPLIT : This option is no longer functional. AUTOLOOT : Automatically loots the corpse of the one you just killed. AUTOSAC : This option is no longer functional. AUTOASSIST : This option is no longer functional. Channelers Only: AUTOCUT : Automatically tries to cut all flows woven on you. LINK ACCEPT : Allows you to enter links without cutting the flows. Syntax: (example) -> autoexit . (result) -> Autoexits disabled/enabled. See also: Link, Slice |
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.:. AUTOCUT |
There are several automatic actions you can activate here; to toggle them, enter their names. AUTO : See what auto actions you have on. AUTODOING : Alerts when you move and still have a 'doing'. ("help doing"). AUTOEXIT : Automatically display exits. AUTOGOLD : This option is no longer functional. AUTOSPLIT : This option is no longer functional. AUTOLOOT : Automatically loots the corpse of the one you just killed. AUTOSAC : This option is no longer functional. AUTOASSIST : This option is no longer functional. Channelers Only: AUTOCUT : Automatically tries to cut all flows woven on you. LINK ACCEPT : Allows you to enter links without cutting the flows. Syntax: (example) -> autoexit . (result) -> Autoexits disabled/enabled. See also: Link, Slice |
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.:. AUTODOING |
There are several automatic actions you can activate here; to toggle them, enter their names. AUTO : See what auto actions you have on. AUTODOING : Alerts when you move and still have a 'doing'. ("help doing"). AUTOEXIT : Automatically display exits. AUTOGOLD : This option is no longer functional. AUTOSPLIT : This option is no longer functional. AUTOLOOT : Automatically loots the corpse of the one you just killed. AUTOSAC : This option is no longer functional. AUTOASSIST : This option is no longer functional. Channelers Only: AUTOCUT : Automatically tries to cut all flows woven on you. LINK ACCEPT : Allows you to enter links without cutting the flows. Syntax: (example) -> autoexit . (result) -> Autoexits disabled/enabled. See also: Link, Slice |
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.:. AUTOEXIT |
There are several automatic actions you can activate here; to toggle them, enter their names. AUTO : See what auto actions you have on. AUTODOING : Alerts when you move and still have a 'doing'. ("help doing"). AUTOEXIT : Automatically display exits. AUTOGOLD : This option is no longer functional. AUTOSPLIT : This option is no longer functional. AUTOLOOT : Automatically loots the corpse of the one you just killed. AUTOSAC : This option is no longer functional. AUTOASSIST : This option is no longer functional. Channelers Only: AUTOCUT : Automatically tries to cut all flows woven on you. LINK ACCEPT : Allows you to enter links without cutting the flows. Syntax: (example) -> autoexit . (result) -> Autoexits disabled/enabled. See also: Link, Slice |
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.:. AUTOGOLD |
There are several automatic actions you can activate here; to toggle them, enter their names. AUTO : See what auto actions you have on. AUTODOING : Alerts when you move and still have a 'doing'. ("help doing"). AUTOEXIT : Automatically display exits. AUTOGOLD : This option is no longer functional. AUTOSPLIT : This option is no longer functional. AUTOLOOT : Automatically loots the corpse of the one you just killed. AUTOSAC : This option is no longer functional. AUTOASSIST : This option is no longer functional. Channelers Only: AUTOCUT : Automatically tries to cut all flows woven on you. LINK ACCEPT : Allows you to enter links without cutting the flows. Syntax: (example) -> autoexit . (result) -> Autoexits disabled/enabled. See also: Link, Slice |
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.:. AUTOLOOT |
There are several automatic actions you can activate here; to toggle them, enter their names. AUTO : See what auto actions you have on. AUTODOING : Alerts when you move and still have a 'doing'. ("help doing"). AUTOEXIT : Automatically display exits. AUTOGOLD : This option is no longer functional. AUTOSPLIT : This option is no longer functional. AUTOLOOT : Automatically loots the corpse of the one you just killed. AUTOSAC : This option is no longer functional. AUTOASSIST : This option is no longer functional. Channelers Only: AUTOCUT : Automatically tries to cut all flows woven on you. LINK ACCEPT : Allows you to enter links without cutting the flows. Syntax: (example) -> autoexit . (result) -> Autoexits disabled/enabled. See also: Link, Slice |
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.:. AUTOSAC |
There are several automatic actions you can activate here; to toggle them, enter their names. AUTO : See what auto actions you have on. AUTODOING : Alerts when you move and still have a 'doing'. ("help doing"). AUTOEXIT : Automatically display exits. AUTOGOLD : This option is no longer functional. AUTOSPLIT : This option is no longer functional. AUTOLOOT : Automatically loots the corpse of the one you just killed. AUTOSAC : This option is no longer functional. AUTOASSIST : This option is no longer functional. Channelers Only: AUTOCUT : Automatically tries to cut all flows woven on you. LINK ACCEPT : Allows you to enter links without cutting the flows. Syntax: (example) -> autoexit . (result) -> Autoexits disabled/enabled. See also: Link, Slice |
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.:. AUTOSPLIT |
There are several automatic actions you can activate here; to toggle them, enter their names. AUTO : See what auto actions you have on. AUTODOING : Alerts when you move and still have a 'doing'. ("help doing"). AUTOEXIT : Automatically display exits. AUTOGOLD : This option is no longer functional. AUTOSPLIT : This option is no longer functional. AUTOLOOT : Automatically loots the corpse of the one you just killed. AUTOSAC : This option is no longer functional. AUTOASSIST : This option is no longer functional. Channelers Only: AUTOCUT : Automatically tries to cut all flows woven on you. LINK ACCEPT : Allows you to enter links without cutting the flows. Syntax: (example) -> autoexit . (result) -> Autoexits disabled/enabled. See also: Link, Slice |
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.:. Axe |
-------------------Axe-------------------- Teachable to: All Level of skill: 3 Base Cost: 9 Preconditions: Talents: None Skills: None Description: This skill allows you to wield axes effectively. Your performance with an axe depends on your ability in this skill. Without this skill, axes aren't even worth wielding. [X] Violent [X] Automatic Usage See Also: None |
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