<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://www.legendmud.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mertjai</id>
	<title>LegendMUD - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://www.legendmud.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mertjai"/>
	<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php/Special:Contributions/Mertjai"/>
	<updated>2026-06-07T17:25:18Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.2</generator>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Welcome_to_Legend&amp;diff=842</id>
		<title>Welcome to Legend</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Welcome_to_Legend&amp;diff=842"/>
		<updated>2023-01-27T21:40:04Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Lm graphic final eval.png|Welcome To LegendMud!]]&lt;br /&gt;
= Play Legend =&lt;br /&gt;
[[Play Now!|Click here to learn how to play right now!]] or if you already know how, connect your client up to mud.legendmud.org on port 9999!&lt;br /&gt;
&lt;br /&gt;
To try the new (beta) web version, click here: [http://legendmud.org:19999/ PLAY NOW].&lt;br /&gt;
&lt;br /&gt;
Returning player? Take a look at the [[Major Updates|Major Updates]] page.&lt;br /&gt;
&lt;br /&gt;
Visit our [https://discord.gg/M2RYT5E Discord]!&lt;br /&gt;
&lt;br /&gt;
Vote for Legend at [http://www.topmudsites.com/vote-legend.html The Mud Connector]!&lt;br /&gt;
&lt;br /&gt;
[https://www.legendhub.org/ LegendHub] is a site with an equipment set builder, quest walk-through's and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Is Legend =&lt;br /&gt;
{{:What Is Legend}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;Legend uses [http://www.mxguarddog.com/ anti spam] software - to keep it free this link is here.&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Code_of_Conduct&amp;diff=841</id>
		<title>The Immortal Code of Conduct</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Code_of_Conduct&amp;diff=841"/>
		<updated>2021-09-22T18:33:31Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Principles =&lt;br /&gt;
An Immortal on Legend is there to:&lt;br /&gt;
* Improve Legend.&lt;br /&gt;
* Make the experience of being on Legend enjoyable for everyone, not just a select set of players.&lt;br /&gt;
* Respect the players.&lt;br /&gt;
* Represent Legend to the world.&lt;br /&gt;
&lt;br /&gt;
= Basic Expectations =&lt;br /&gt;
It is expected that every immortal on Legend follows the spirit of this code of conduct, as well as obeys [[The Player Code of Conduct]]. When one agrees to this code, they also agree to that code.&lt;br /&gt;
&lt;br /&gt;
= Specifics =&lt;br /&gt;
This is not a comprehensive list of verboten cases for Legend Immortals, but should be treated more of a guideline for behavior. This represents the '''spirit''' of the rules. For Immortals, violating the spirit of the rules is akin to violating the letter of the law.&lt;br /&gt;
&lt;br /&gt;
== Common Sense ==&lt;br /&gt;
Legend Immortals should always use their head when presented with any situation - they should stop and think before taking any action, whether it sending a tell, loading an object, or warning a player. If an Immortal is not sure if what they're doing is against the rules, they should always check with their department head, or an imp.&lt;br /&gt;
&lt;br /&gt;
== Command Abuse ==&lt;br /&gt;
Using Immortal powers to give benefit to '''any''' mortal, whether that mortal is an alt of the Immortal or not, beyond the scope of normal Immortal duties, is considered abuse of Immortal powers - this includes using Immortal skills and spells to benefit '''any''' mortal.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Examples of things Immortals should not do:&lt;br /&gt;
* Transfer '''any''' mortal character from anywhere, except OOC, unless within the scope of their job.&lt;br /&gt;
* Attack or kill '''any''' mortal character by any means.&lt;br /&gt;
* Spy on '''any''' mortal character or other Immortal, unless required within the scope of their job.&lt;br /&gt;
* Heal '''any''' mortal character, whether via immortal commands or other methods.&lt;br /&gt;
* Use Immortal knowledge or commands for in-game benefits.&lt;br /&gt;
** Eg: Telling another player where an item, mob, or player is.&lt;br /&gt;
** Eg: Finding an item, mob, or player with their mortal alt that the mortal would not have been able to find without their Immortal.&lt;br /&gt;
* Steal from a player.&lt;br /&gt;
* Revealing other players alts to anyone.&lt;br /&gt;
* Load or otherwise obtain objects for '''any''' mortal character, unless within the scope of a reimbursement, in which case the reimburse command should be used.&lt;br /&gt;
* Alter or affect a character's attributes.&lt;br /&gt;
* Alter the stats of any equipment provided to or on '''any''' mortal character.&lt;br /&gt;
* Transfer mobs to anywhere that they do not normally belong.&lt;br /&gt;
* Transfer mobs to nearby '''any''' mortal character, even when the mob may normally belong in that location, unless due to a broken quest or area issue.&lt;br /&gt;
* Register an unapproved description.&lt;br /&gt;
* String items without the required coupon.&lt;br /&gt;
&lt;br /&gt;
== Harassment ==&lt;br /&gt;
An Immortal harassing any player, whether mortal or Immortal in any way has no place on Legend.&lt;br /&gt;
&lt;br /&gt;
== Providing Information ==&lt;br /&gt;
* Immortals may not give out direct information about quests, items, mobs, etc.&lt;br /&gt;
* If a player comes across an issue with something, an Immortal may provide hints, or explain in general terms why something happened.&lt;br /&gt;
** If an Immortal is unaware of why something happened, they should be open with the player they are speaking with, and follow up with their department head, or an imp.&lt;br /&gt;
* Within the above scope, Immortals should at all times be as helpful as possible.&lt;br /&gt;
* The mortal alts of an Immortal are held to the above standard.&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
This code of conduct is intended to:&lt;br /&gt;
* Encourage trust in the Immortal staff.&lt;br /&gt;
* Encourage the Immortal staff to be creative and take a helpful role in the development of the mud.&lt;br /&gt;
* Encourage a more mature and polite atmosphere on Legend.&lt;br /&gt;
&lt;br /&gt;
= Immortal Applicants =&lt;br /&gt;
If you are reading this page as required by the Immortal application guidelines, and do not feel comfortable with the principles embodied in the above, it is suggested you reconsider proposing to become a member of the Immortal staff.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=File:Lm_logo_fb_png.png&amp;diff=801</id>
		<title>File:Lm logo fb png.png</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=File:Lm_logo_fb_png.png&amp;diff=801"/>
		<updated>2021-04-14T00:02:18Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Play_Now!&amp;diff=800</id>
		<title>Play Now!</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Play_Now!&amp;diff=800"/>
		<updated>2021-04-13T23:55:50Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you're absolutely new and confused, you may want to refer to our [[Guide for New Players]].&lt;br /&gt;
&lt;br /&gt;
= In a web browser  =&lt;br /&gt;
Be aware this may not function as expected on mobile browsers.&lt;br /&gt;
* Open &amp;lt;span class=&amp;quot;NewWindow&amp;quot;&amp;gt;http://legendmud.org:19999/&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
= Windows Software =&lt;br /&gt;
* Download and install our recommended Windows client - [https://www.gammon.com.au/downloads/dlmushclient.htm MUSHclient for Windows]&lt;br /&gt;
* After that is installed, download our basic connection file, and open it in MUSHclient - [[Media:LegendMud.mcl|LegendMud.mcl]]&lt;br /&gt;
&lt;br /&gt;
= Mac Software =&lt;br /&gt;
* Download and install our recommended Mac client - [https://riverdark.net/atlantis/downloads/ Atlantis]&lt;br /&gt;
* After that is installed, download our basic connection file and use it in Atlantis - [[Media:C107283B-3574-439A-A017-3175A2D5B8C6.awd|C107283B-3574-439A-A017-3175A2D5B8C6.awd]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;Legend uses a [https://www.mxguarddog.com/ spam filter] - to keep it free this link is here.&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Coding_Proposal&amp;diff=736</id>
		<title>The Coding Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Coding_Proposal&amp;diff=736"/>
		<updated>2020-09-22T16:15:44Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: /* Coding Questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Preface =&lt;br /&gt;
Before continuing, ensure that you have read and follow [[The Immortal Proposal Process]].&lt;br /&gt;
&lt;br /&gt;
Coders on Legend are responsible for the maintenance of the current server code for the mud and the addition of new features. All coders are expected to maintain and fix minor bugs and typos as well as comment code where possible. Full coders are expected to implement and support larger projects.&lt;br /&gt;
&lt;br /&gt;
= Basic Information on the Mud Base =&lt;br /&gt;
Much of the invisible stuff that keeps Legend running has been redone from the original diku/merc base. One of the driving philosophies behind much of the coding that has gone into Legend is to make it a game for all types of players. It's not strictly one type of mud. It is not just for role players, it is not just for hack-n-slashers, it is not just for pkillers, etc.&lt;br /&gt;
In any case, the thing to keep in mind is that configurability and customizability of the code base implies that code design needs to be modular, APIs and interfaces to it need to be simple and clean, and all associated data files and the like need to be intuitive, flexible, and easy to use. The code is currently all in C.&lt;br /&gt;
&lt;br /&gt;
= The Coding Proposal =&lt;br /&gt;
Remember that your proposal is voted on by coders and non-coders alike. It is your job to make sure that both coders and non-coders can understand your answers and can get a good enough sense of your skills, sense of balance, and style to make an informed decision when voting on your application.&lt;br /&gt;
&lt;br /&gt;
Make sure that your application is legibly formatted and coherently written. Submit answers to the following sections.&lt;br /&gt;
&lt;br /&gt;
== General Knowledge ==&lt;br /&gt;
# What programming languages do you have experience with?&lt;br /&gt;
## How much experience in each?&lt;br /&gt;
# Currently, all mud development is done under Linux/Unix. While this may change in the future, there are no plans to change it in the short term. What experience do you have with Linux/Unix?&lt;br /&gt;
# Do you have access to a Linux/Unix machine where you can develop and compile software?&lt;br /&gt;
#* If so:&lt;br /&gt;
## Does it have git, gcc, gnu make?&lt;br /&gt;
## Can you use it to test code changes?&lt;br /&gt;
## What version of Linux/Unix does it run?&lt;br /&gt;
# Have you ever done any programming on a large project before?&lt;br /&gt;
#* If so:&lt;br /&gt;
## What?&lt;br /&gt;
## How many programmers were there?&lt;br /&gt;
## What did the program do?&lt;br /&gt;
# Have you ever coded on a MUD or any other type of game before?&lt;br /&gt;
&lt;br /&gt;
== Design and Miscellaneous Questions ==&lt;br /&gt;
# Describe a coding project that you would like to undertake. (Examples might include a new skill or spell, automatic description generation at character creation time, or something else). Include details about implementation, but also game balance issues.&lt;br /&gt;
# Seemingly out of nowhere, players start complaining loudly about something that you know is low down on the coder priority list. You're pretty sure that you know how to make the change players want, but your own project, though longer, is a higher priority. Would you stop work on your own project to go make this change?&lt;br /&gt;
# Design the skill. Write up a design spec for three of the following skills, remembering that the design spec will be read and evaluated by both coders and non-coders. Your ideas should provide for interesting, flexible skills without being out of bounds (the mud isn't based around any one skill or set of skills).&lt;br /&gt;
#* Autopsy&lt;br /&gt;
#* Embroidery&lt;br /&gt;
#* Falconry&lt;br /&gt;
#* Hiking&lt;br /&gt;
#* Hunt&lt;br /&gt;
#* Locate Herb&lt;br /&gt;
#* Make Pills&lt;br /&gt;
#* Smelting&lt;br /&gt;
#* Speed Draw&lt;br /&gt;
#* Tackle&lt;br /&gt;
#* Tailor&lt;br /&gt;
#* Vanish&lt;br /&gt;
# A player reports that after calming a mob they were killed by it in combat. They report this as a bug and ask for a reimbursement. You talk to the head PR who tells you that a reimbursement is fair if there is a bug. What do you do?&lt;br /&gt;
## What steps do you take to try to track down the bug?&lt;br /&gt;
# Write a new question (and give an answer to it) that you think would be a useful addition to the Coder proposal questions.&lt;br /&gt;
&lt;br /&gt;
== Coding Questions ==&lt;br /&gt;
Not having experience with particular tools is not necessarily a problem. Many of the questions are asked so that when/if you become an immortal we have a better idea of your experience level and which tools you are comfortable with.&lt;br /&gt;
&lt;br /&gt;
# What is your favorite programming language?&lt;br /&gt;
## Why?&lt;br /&gt;
#* Keep it brief, we are not looking for religious war type argument.&lt;br /&gt;
# What experience do you have with gdb (the GNU debugger)?&lt;br /&gt;
# What are the advantages and disadvantages of storing the object database as an array of OBJ_TYPE? As a linked list of OBJ_TYPE? (OBJ_TYPE is the struct used for objects.)&lt;br /&gt;
# Explain how you would implement the three skills that you selected above. Include details about the data structures and algorithms that you plan on using, explain how the code would work, etc. We realize that you don't have much information about how the code is designed, but do your best without this information.&lt;br /&gt;
# What effects does changing a function call to a macro have on the performance of the code?&lt;br /&gt;
#* What are the advantages to using a function call instead of a macro, and vice versa?&lt;br /&gt;
&lt;br /&gt;
=== Code Commenting ===&lt;br /&gt;
# Comment the following code as you would normally comment code:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
char *&lt;br /&gt;
multi_check (char *argument, int *numtimes) {&lt;br /&gt;
char *arg_ptr;&lt;br /&gt;
char *temp_ptr;&lt;br /&gt;
int temptimes;&lt;br /&gt;
&lt;br /&gt;
icheckptr(numtimes,argument);&lt;br /&gt;
if (argument == NULL) {&lt;br /&gt;
  /* special handling for null argument pointer so that we can&lt;br /&gt;
     set numtimes to zero so that whatever it is that called &lt;br /&gt;
     multi_check will, god willing, not use the returned null pointer */&lt;br /&gt;
  _checkptr(&amp;quot;argument&amp;quot;,__FILE__,__LINE__);&lt;br /&gt;
  *numtimes=0;&lt;br /&gt;
  return NULL;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
*numtimes = 1;&lt;br /&gt;
&lt;br /&gt;
while (isspace (*argument))&lt;br /&gt;
  argument++;&lt;br /&gt;
&lt;br /&gt;
if (*argument == '\0')&lt;br /&gt;
  return argument;&lt;br /&gt;
for (arg_ptr = argument; *arg_ptr != '\0'; arg_ptr++)&lt;br /&gt;
  if (isdigit (*arg_ptr) &amp;amp;&amp;amp; (arg_ptr == argument || *(arg_ptr - 1) == ' ')) {&lt;br /&gt;
    temptimes = MAX (1, MIN (atoi (arg_ptr), 30));&lt;br /&gt;
    temp_ptr = arg_ptr;&lt;br /&gt;
    while (isdigit (*temp_ptr))&lt;br /&gt;
      temp_ptr++;&lt;br /&gt;
    if (*temp_ptr == '*') {&lt;br /&gt;
      while (*(++temp_ptr) != '\0')&lt;br /&gt;
        *arg_ptr++ = *temp_ptr;&lt;br /&gt;
      *arg_ptr = '\0';&lt;br /&gt;
      *numtimes = temptimes;&lt;br /&gt;
      break;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  while (isspace (*argument))&lt;br /&gt;
  argument++;&lt;br /&gt;
&lt;br /&gt;
  return argument;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Coding Exercise: Triangle ===&lt;br /&gt;
Coding question... you may use any language with which you feel comfortable, however during part 2, assume that the function you are testing is in a strongly typed language.&lt;br /&gt;
&lt;br /&gt;
==== Part I: ====&lt;br /&gt;
&lt;br /&gt;
Write a function that does the following:&lt;br /&gt;
&lt;br /&gt;
* Given the lengths of three sides, determine if the three sides can make a triangle based on their length&lt;br /&gt;
* takes 3 integers as arguments &lt;br /&gt;
* returns one of the following values (be they enums, integers, whatever):&lt;br /&gt;
      TRIANGLE_NONE&lt;br /&gt;
      TRIANGLE_EQUILATERAL&lt;br /&gt;
      TRIANGLE_ISOSCELES&lt;br /&gt;
      TRIANGLE_SCALENE&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
If I were to call this function can_be_triangle(4, 4, 4) It would return the value TRIANGLE_EQUILATERAL&lt;br /&gt;
&lt;br /&gt;
==== Part II ====&lt;br /&gt;
&lt;br /&gt;
How would you test the above function? &lt;br /&gt;
&lt;br /&gt;
Provide the following:&lt;br /&gt;
&lt;br /&gt;
* sets of numbers you would use as input values (4, 4, 4), (1, 2, 3) and their associated expected outcomes&lt;br /&gt;
* an estimation of the number of test cases it would take to fully test the function&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
Show us some code that you've written. Anything at all. It can be any size 10 lines, 100 lines, whatever. (Well, try to keep it on the smaller side of things, we don't have time to look at thousands of lines of code).&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=735</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=735"/>
		<updated>2020-09-08T21:05:43Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players wanting to become an Immortal on Legend will follow the process outlined here.&lt;br /&gt;
&lt;br /&gt;
If the department head is not available for any part of the process, the imps should be used instead.&lt;br /&gt;
&lt;br /&gt;
= Submission Times =&lt;br /&gt;
Applications can be submitted at anytime.&lt;br /&gt;
&lt;br /&gt;
= Before Applying =&lt;br /&gt;
Prospective applicants should discuss their application with the department head of the department they wish to apply to. The department head will help guide the applicant through the process and provide feedback along the way. This also allows the applicant to verify that their proposal is not a duplication of effort.&lt;br /&gt;
&lt;br /&gt;
* The character with which you apply must be at least level 45.&lt;br /&gt;
* Be aware that applicants are expected to be available for scheduling time online following their application submission, until the close of voting.&lt;br /&gt;
* '''There is no guarantee that the application will be successful'''.&lt;br /&gt;
* Applicants must agree to [[The Immortal Code of Conduct]], which all immortals must follow.&lt;br /&gt;
* From submission to the result of voting, applicants are expected to obey the spirit of [[The Immortal Code of Conduct]].&lt;br /&gt;
* Applicants are expected to review the in-game help for the department they are applying to.&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
All current immortals and those applying to become an immortal agree to the Legend copyrights, which applies to current code and areas, as well as anything newly created by any immortals or immortal applicant, as follows:&lt;br /&gt;
&lt;br /&gt;
This software, its documentation, and supplemental files are copyrighted by the Implementors of LegendMUD. Use is granted solely for members of the LegendMUD staff for the purpose of working on LegendMUD as defined by the Implementors of LegendMUD.&lt;br /&gt;
&lt;br /&gt;
The original author(s) grants the Implementors of LegendMUD a permanent, ownership of the works created to be installed into the public running version of LegendMUD as well as all subsequent versions submitted for installation.&lt;br /&gt;
&lt;br /&gt;
Under no circumstances will the original author(s) retain the right to dictate the continued use of or the way an installed area is used by LegendMUD.&lt;br /&gt;
&lt;br /&gt;
The original author(s) will be credited for their work on areas via the areas command.&lt;br /&gt;
&lt;br /&gt;
You may not otherwise modify, decompile, adapt, translate, rent, lease, loan, resell, redistribute in any manner, or create derivative works based upon the software or any part thereof without written consent of the Implementors of LegendMUD. This copyright and the permission notice must appear in full in any modifications.&lt;br /&gt;
&lt;br /&gt;
LegendMUD disclaims all warranties with regard to this software, including all implied warranties of merchantability and fitness, in no event shall the LegendMUD Organization be liable for any special, indirect or consequential damage or any damages whatsoever resulting from the loss of use, data or profits, whether in an action of contract, negligence or other tortious action, arising out of or in connection with the use or performance of this software.&lt;br /&gt;
&lt;br /&gt;
= Application Submission =&lt;br /&gt;
* Applicants will submit two applications, the [[General Application]] and a department specific proposal.&lt;br /&gt;
* Both applications should be submitted at the same time to the department head.&lt;br /&gt;
* The applications must be in PDF or Word Document format and attached to an email.&lt;br /&gt;
* The department head is expected to do a precursory review of the application and may request the applicant adjust the application before sending it to the imps.&lt;br /&gt;
&lt;br /&gt;
== Department Specific Proposals ==&lt;br /&gt;
* [[The Builder Proposal]]&lt;br /&gt;
* [[The Coding Proposal]]&lt;br /&gt;
** Arkenstone's [[Original Viking Scandinavia Proposal]], with commentary.&lt;br /&gt;
* [[The PR Proposal]]&lt;br /&gt;
&lt;br /&gt;
= Review and Commenting =&lt;br /&gt;
The steps outlined in this phase will all occur at the same time.&lt;br /&gt;
* The application will be shared by the imps to the Immortal staff's email list.&lt;br /&gt;
** The Immortal staff will review and discuss the application.&lt;br /&gt;
** Any questions the Immortal staff have for the applicant will be sent to the imps for collation.&lt;br /&gt;
* Applicant character names will be announced on the welcome board, and on Legend's social media.&lt;br /&gt;
** These posts will request players to make private thoughtful comments about the applicant directly to the imps via mudmail or email, and will have a deadline for submission.&lt;br /&gt;
*** Submitted comments will be considered Immortal only information and the submitter's name not shared with the applicant, unless the submitter allows.&lt;br /&gt;
*** Submitted comments will be shared on the Immortal staff's email list.&lt;br /&gt;
** It is optional for players to submit commentary about the applicants on public boards, or social media, generally this is not considered official feedback for review purposes.&lt;br /&gt;
&lt;br /&gt;
= Interview =&lt;br /&gt;
After the deadline for questions by the Immortal staff and comments by players has been reached, an imp will schedule and conduct an interview with the applicant. The questions asked during the interview will be those submitted by the Immortal staff during the review and commenting phase.&lt;br /&gt;
A log of the interview will be shared to the Immortal staff's email list.&lt;br /&gt;
&lt;br /&gt;
= Voting =&lt;br /&gt;
Once the log of the interview has been shared with the Immortal staff, voting will commence using a weighted voting system, wherein department and titles affect the weight of the vote. Eg The head of the building department will have more weight on a building application than an assistant PR Immortal.&lt;br /&gt;
&lt;br /&gt;
= Results =&lt;br /&gt;
Once voting has completed, applicants will be informed by an imp of their results individually - if the application was successful the imp will schedule a time with that applicant to Immortalize them.&lt;br /&gt;
&lt;br /&gt;
Any successful applicants will be announced via the welcome board and on Legend's social media.&lt;br /&gt;
&lt;br /&gt;
== Re-submission ==&lt;br /&gt;
Applicants that were not successful are welcome to submit a new application no sooner than 3 months after the rejection, unless otherwise directed by an imp.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Welcome_Board_Archive&amp;diff=401</id>
		<title>Welcome Board Archive</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Welcome_Board_Archive&amp;diff=401"/>
		<updated>2020-04-29T20:04:26Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: Created page with &amp;quot;*&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Advanced_Reference&amp;diff=400</id>
		<title>Advanced Reference</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Advanced_Reference&amp;diff=400"/>
		<updated>2020-04-29T20:04:10Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Advanced Reference&lt;br /&gt;
&lt;br /&gt;
Being a Repository of the Documents which are frequently Referred to.&lt;br /&gt;
The following pages serve as reference material. This is the section to come to if you are looking for complete lists of commands, detailed descriptions of policies, and so on.&lt;br /&gt;
&lt;br /&gt;
* [[Welcome Board Archive]] - an archive of material that has been posted to the in-game Welcome board.&lt;br /&gt;
&lt;br /&gt;
Commands reference&lt;br /&gt;
&lt;br /&gt;
* [[Help Files]] - gives you access to all the help files from the the game. (If this is too slow, you can still use the old General Help interface.)&lt;br /&gt;
* [[Commands]] lists all the commands available on the mud, with the exception of specialized commands that are listed below.&lt;br /&gt;
* [[Board editor commands]] lists the commands used in the text editor when writing board posts and mail.&lt;br /&gt;
* [[Moods]] lists all of the moods you can use with Legend's special speech system and emotes.&lt;br /&gt;
* [[Options]] documents all the interface configuration options available on LegendMUD.&lt;br /&gt;
* [[Socials]] lists all of the social commands available. These are commands used for personal expressions (like smiling, hugging, or bouncing around).&lt;br /&gt;
* The [[GM Guide]] is a basic handbook and reference for players interested in founding and running a clan.&lt;br /&gt;
&lt;br /&gt;
Playing reference&lt;br /&gt;
&lt;br /&gt;
* [[Games and Events]] - a popular aspect of LegendMUD, this guide outlines some of the many games and events which players can enjoy.&lt;br /&gt;
* [[A Guide to Quests]] - tips and ideas about dealing with quests, including how to find them, and how to finish them.&lt;br /&gt;
&lt;br /&gt;
Policies reference&lt;br /&gt;
&lt;br /&gt;
* [[The Code of Conduct]] describes the acceptable behavior for both players and staff on Legend.&lt;br /&gt;
* [[The Immortal Code of Conduct]] describes additional standards for the staff on Legend.&lt;br /&gt;
* [[Playerkilling]] describes the policies and etiquette regarding playerkilling-enabled characters and playerkilling.&lt;br /&gt;
* [[Stringing]] describes the policies on stringing items (making them custom items).&lt;br /&gt;
* [[Housing]] describes the policies on obtaining a personal home or a clan hall.&lt;br /&gt;
* [[Descriptions]] describes our policies on obtaining custom character descriptions, and what standards the description must meet.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_PR_Proposal&amp;diff=399</id>
		<title>The PR Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_PR_Proposal&amp;diff=399"/>
		<updated>2020-04-25T08:35:42Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Preface =&lt;br /&gt;
Before continuing, ensure that you have read and follow [[the Immortal Proposal Process]].&lt;br /&gt;
&lt;br /&gt;
Keep in mind that PR is a unique area of Immortal work and it is required that whichever character you put up for promotion should be relatively well-known to the Legend community as a whole, a distinction that will be made by the Immortal staff. If we find that the character does not meet our requirements, you will be asked to pick a different alt or to try again after waiting the required time mentioned in  [[the Immortal Proposal Process]].&lt;br /&gt;
&lt;br /&gt;
= PR Guidance =&lt;br /&gt;
As you decide what your project will be, please keep these requirements in mind:&lt;br /&gt;
&lt;br /&gt;
Your project must serve one or more of the PR department goals, this does '''not include a new game, a series of games, running games, or enabling others to run games'''.&lt;br /&gt;
&lt;br /&gt;
Your proposal should work to improve one or more of the department goals, if you aren't sure consult the Head of PR.&lt;br /&gt;
&lt;br /&gt;
If your project is event oriented, include how often you'd run specific events and/or make variations in order to maintain player interest.&lt;br /&gt;
&lt;br /&gt;
Sell yourself! Make your proposal as interesting and exciting as you can (enthusiasm is contagious). Remember that your project needs to be substantial. Think big, and think about how much work your friends put into their building proposals. That's what we want from you.&lt;br /&gt;
&lt;br /&gt;
Be sure you choose your proposal based on what YOU are interested in. You'll have to be the one doing it, after all.&lt;br /&gt;
&lt;br /&gt;
= What a Proposal Should Include =&lt;br /&gt;
Please include your answers to the following, up until the example section, in paragraph form. Give a lot of details so that we can see and appreciate your thinking.&lt;br /&gt;
&lt;br /&gt;
== General overview of the proposed project ==&lt;br /&gt;
# What do you intend to do?&lt;br /&gt;
# How long will it take (a month? two?)&lt;br /&gt;
# If it is a series of events, on what dates will it take place (May Day? the Eve of St. Agnes?) &lt;br /&gt;
## If not, when will it occur?&lt;br /&gt;
# What parts of the mud might be involved?&lt;br /&gt;
## What groups of players?&lt;br /&gt;
&lt;br /&gt;
== Requirements to carry out the project ==&lt;br /&gt;
# What will you need to complete the project?&lt;br /&gt;
# What immortal help will you need (that is, what kind of effects are you trying to achieve)?&lt;br /&gt;
# What (if any) items and/or mobs would be needed?&lt;br /&gt;
# Will new rooms need to be written?&lt;br /&gt;
## Would existing ones need to be modified?&lt;br /&gt;
# What kinds of advertising will you need to do?&lt;br /&gt;
# What kinds of controls will you need (for instance, how might you keep newbies safe from aggressive mobs?)&lt;br /&gt;
# What kind of time frame is involved?&lt;br /&gt;
&lt;br /&gt;
== Purpose of the Project ==&lt;br /&gt;
# How is this project different from other PR projects that you are aware of, already taking place?&lt;br /&gt;
# What is unique about your project?&lt;br /&gt;
# How would the players and/or immortal staff benefit from it?&lt;br /&gt;
# What information might it provide?&lt;br /&gt;
# How would your project make Legend a better place?&lt;br /&gt;
&lt;br /&gt;
== A Detailed Explanation of one Part ==&lt;br /&gt;
Take all or part of your project and show us how you would go about it, step by step. Include a projected time line if applicable (i.e. first week, second week). How would you organize it? Tinyplotters should include one scenario. If your project requires advertising, write up a brief social media ad, or article for the Legendary Times. Show us that you've worked out how you'd get all or part of your project accomplished. This section also gives you a chance to display your knowledge of Legend, (since you'll need to be working with various parts of the mud in the course of your project). If your project involves writing, include an example of what you are writing, such as a new LT article, a post about Legend for a forum, show us how good an author you really are.&lt;br /&gt;
&lt;br /&gt;
== You as a PR Immortal ==&lt;br /&gt;
=== Who are you? ===&lt;br /&gt;
# How much time and energy will you devote to PR duties as an immortal? Be realistic in your appraisal of your time, as being online and visible with your immortal is one of the most important aspects of the PR job.&lt;br /&gt;
# What hours are you most often logged on?&lt;br /&gt;
## What days?&lt;br /&gt;
# Where do you live?&lt;br /&gt;
# Have you ever had to deal with upset or angry people in a professional capacity?&lt;br /&gt;
# What is your attitude about complaints and mistakes?&lt;br /&gt;
# What is your greatest weakness as a person and an applicant for this position?&lt;br /&gt;
## How will you try to compensate for or overcome this weakness?&lt;br /&gt;
&lt;br /&gt;
=== Your Abilities ===&lt;br /&gt;
These questions are designed to measure your creativity and your ability to organize and plan events. Please answer according to the directions, and take as much space as you feel you need.&lt;br /&gt;
&lt;br /&gt;
==== Events, Games and Maintenance ====&lt;br /&gt;
Answer all 5.&lt;br /&gt;
# Describe a fun and new game that you could run for players.&lt;br /&gt;
## Can you run it regularly and have a tournament of champions?&lt;br /&gt;
#* If it is a variation on an existing game, what is different?&lt;br /&gt;
# You suddenly realize that it is a somewhat obscure holiday (Arbor Day, St. Andrew's Day, Flag Day, Father's Day, Children's Day, Winter/Summer Solstice, Boxing Day, choose your favorite -- or pick a historical date worth celebrating), and you'd like to run a themed game. Using existing games (such as flags, trivia, recall tag) or anything else that wouldn't require the building of new mobs or objects, briefly describe that game.&lt;br /&gt;
# Due to a freakish bug, all of the mobkill in the game is disabled, and will be for a few hours. While the coders scramble to fix the problem, what would you do to try to keep logging in a fun experience for players?&lt;br /&gt;
# You've been asked to give a lecture in the OOC. What topic would you choose? (Could be IC, OOC, historical, game-oriented, RL, etc.)&lt;br /&gt;
# Which part of PRs current responsibilities (OOC, RP, etc.) do you feel has been ignored or not recently updated?&lt;br /&gt;
## How would you make it better?&lt;br /&gt;
&lt;br /&gt;
==== Communicating ====&lt;br /&gt;
Answer all 6.&lt;br /&gt;
# Ellen the newbie has just made her character in London. Being totally new to muds (or mushes), she's sent a tell to you asking for help getting started. What kind of advice/help would you give her?&lt;br /&gt;
# Frizzer is brand new to the mud, and has shown up in Klein. He's confused by the German and insulting Legend as being inferior to his other muds, which he left after a playerwipe. The players are starting to go after him a little bit on chat. What would you say, to him, on chat, etc.?&lt;br /&gt;
# Anoni wants to roleplay a mouse, but isn't sure how to get started. She's sad and disappointed that she can't have an animal description to make her look like a mouse. What might you suggest as an alternate description?&lt;br /&gt;
## What strings and zips and other props might you suggest?&lt;br /&gt;
# Leonardo has been working to start up a RP family, the Balduccis. Now, he's interested in founding a clan and building up more in depth roleplay. What would you suggest to him about building up a strong clan and interesting roleplay?&lt;br /&gt;
# You're adding a new section to the Web Page -- what section would you add, and why?&lt;br /&gt;
# The Legendary Times is one of our departmental projects. Briefly describe or give examples of items you personally might contribute that perhaps no one else can, or explain a new section you'd organize on a regular basis.&lt;br /&gt;
&lt;br /&gt;
==== Dealing with problems ====&lt;br /&gt;
Answer all 4.&lt;br /&gt;
# A player who you personally dislike is disrupting a game that you are running. What actions would you take to minimize the disruption and deal with the offender?&lt;br /&gt;
# A friend of yours confides in one of your mortals that they have found an unreported bug and are exploiting it. You think they have only gained a very minor advantage in game play as you judge such things. What actions do you take or not take?&lt;br /&gt;
# With the agreement of the majority of the immortals, plenty of advance warning, and after thoughtful discussion with your fellow immortals, a new code change is put in. You personally disagree with the change in principle. Players complain to you about the change and want to know why it was forced on them and who is behind this new example of the immortal conspiracy. How do you resolve this public relations dilemma?&lt;br /&gt;
# A player complains to you of sexual harassment. What is your role/duty as a PR immortal? Would it make a difference if it was a complaint regarding race instead of sex?&lt;br /&gt;
&lt;br /&gt;
==== Dealing with Requests ====&lt;br /&gt;
For each of the following description requests, assume that there are no keyword conflicts with existing player descriptions. Follow the guidelines in &amp;quot;help description&amp;quot;, answer all five of the parts below, as they apply.&lt;br /&gt;
&lt;br /&gt;
# State whether you would register the description or not.&lt;br /&gt;
# If not, what explanation would you give to the player?&lt;br /&gt;
# If you're unsure, what questions would you ask? of whom?&lt;br /&gt;
# Would you suggest any changes to the description? what changes?&lt;br /&gt;
# List a possible zip string which might go with the description.&lt;br /&gt;
&lt;br /&gt;
Desc A&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Name: Mistry&lt;br /&gt;
Short: a figure hidden in a dense mist&lt;br /&gt;
Long: Wisps of mist alert you to an eerie figure hidden in a shroud of darkness.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Desc B&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Name: Lenore&lt;br /&gt;
Short: a cute little dead girl&lt;br /&gt;
Long: The faint smell of formaldehyde lingers suspiciously around a little girl.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Desc C&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Name: Gottfried&lt;br /&gt;
Short: Hauptmann von Luttke&lt;br /&gt;
Long: The air seems unusually serene around a tall Prussian officer.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Desc D&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Short: a witch with dancing green eyes&lt;br /&gt;
Long: A vacuous young witch with dancing green eeyes stands beaming at the world.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Desc E&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Short: The Dark Lady&lt;br /&gt;
Long: A warrioress of darkness emerges from the shadows of your soul.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Desc F&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Short: a confused man enclosed in smoke&lt;br /&gt;
Long: A man enclosed in smoke pets his bong lovingly as he inhales deeply.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Example =&lt;br /&gt;
Included here is an example of answers for the first few questions on this proposal.&lt;br /&gt;
&lt;br /&gt;
* This person is interested in tinyplots, getting players and mobs interacting in rp scenarios.&lt;br /&gt;
&lt;br /&gt;
== General overview of the proposed project ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I propose to do monthly invasions (IE, mob attacks of specific areas), mostly with historical groups of enemies (for instance, Picts vs. Romans). This would include the appropriate area(s) on the mud, (for instance, Roman Britain and Pict country) and would be open to all appropriate levels of players. This could be a fairly wide range, depending upon the types of mobs present in the given area. Although playerkilling might be involved, the intention of my project is to have players killing mobs rather than each other (so if a player signs up with the Romans, he or she would kill Picts). The players would be given motivation to help repel the invasion. For instance, in my Roman/Picts scenario, I'd offer some kind of pendants (a special string) to the winning side. I'd also like to award titles, if that seems appropriate (such as &amp;quot;Defender of the Pict Tribe&amp;quot;).&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Requirements to carry out the project ==&lt;br /&gt;
For instance, our said &amp;quot;Invasions&amp;quot; proposer would need to tell us what mobs and objects that would be needed, and what kind of assistance they would need from the Building and/or Player Relations department. They would need to consider how they keep newbies safe from aggressive mobs, as well as whether to keep the area out of bounds from players not participating in the roleplay. Plus, they need to tell us what kinds of advertising they would need (i.e. in the Legendary Times, on the boards, and/or in newsgroups).&lt;br /&gt;
&lt;br /&gt;
The applicant might write:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;I'd need some kind of help in order to animate the Picts and Romans, so that each side could have a leader that would recruit players and talk on chat. I'd keep newbies out by putting up lots of signs and patrolling the area (and maybe with a special mob if possible). I wouldn't keep non-participating players away, though, but rather, try to get them involved (if only as innocent bystanders caught up in the fray). However, they'd need to register with me in order to be eligible for prizes should their side win. I'd advertise in the LT and welcome boards. In addition, I'd do a couple of local posts with mobs in the Roman Britain area.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Purpose of the Project ==&lt;br /&gt;
Thus, the &amp;quot;Invasions&amp;quot; author would need to explain why exactly monthly invasions of mobs in various areas would benefit the mud. The applicant might say:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;These invasions would give the players a way to combine killing mobs with roleplay (something that can be hard to do). They'd also enhance the historical aspects of LegendMUD, since all of these invasions would be based on actual (or at least legendary) invasions. Players would have fun killing mobs, roleplaying their various roles, and even learn a bit more history. Moreover, the roles they play during the invasions could easily extend to their adventures outside of the Invasions scenarios.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== A Detailed Explanation of one Part ==&lt;br /&gt;
Returning to our Invasions author, they would need to develop one invasion event in detail, and plot the scenario out, including the (planned) actions of the various mobs involved.&lt;br /&gt;
&lt;br /&gt;
The applicant might write the following: &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;The battle starts when a stray Roman arrow fired from the garrison as Hadrian's Wall hits a Pict hunter. Immediately, his comrades come out in force to avenge his death. The battle will last at least one RL hour, or until the Picts are driven back behind Hadrian's Wall. The battle will be announced through Chat and lots of hollering. (Chat Pict hunter: Argh! That beastly Roman just shot an arrow. Chat Pict Chieftain: We must avenge our brother!)&lt;br /&gt;
&lt;br /&gt;
In addition, I'll place an &amp;quot;ad&amp;quot; in the LT and on the welcome board that'll go something like this (only more fleshed out) &lt;br /&gt;
'Ever wished that you had lived during the thrilling times when the Picts battled to free themselves of Roman interference? Ever wanted to take the role of a Pict, Roman, or innocent bystander? Here's your chance! Join us for battle and mayhem on July 10, at 3 PM CST.'&lt;br /&gt;
&lt;br /&gt;
This will be one in a series of invasions. Once I've run this scenario, I'll run some others in various parts of the mud. If this scenario develops its own momentum, I may even run some sequels or additions to it (and maybe work some of the other areas into the story arc if possible).&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_PR_Proposal&amp;diff=398</id>
		<title>The PR Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_PR_Proposal&amp;diff=398"/>
		<updated>2020-04-25T07:28:03Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Preface =&lt;br /&gt;
Before continuing, ensure that you have read and follow [[the Immortal Proposal Process]].&lt;br /&gt;
&lt;br /&gt;
Keep in mind that PR is a unique area of Immortal work and it is required that whichever character you put up for promotion should be relatively well-known to the Legend community as a whole, a distinction that will be made by the Immortal staff. If we find that the character does not meet our requirements, you will be asked to pick a different alt or to try again after waiting the required time mentioned in  [[the Immortal Proposal Process]].&lt;br /&gt;
&lt;br /&gt;
= PR Guidance =&lt;br /&gt;
As you decide what your project will be, please keep these requirements in mind:&lt;br /&gt;
&lt;br /&gt;
Your project must serve one or more of the PR department goals, this does '''not include a new game, a series of games, running games, or enabling others to run games'''.&lt;br /&gt;
&lt;br /&gt;
Your proposal should work to improve one or more of the department goals, if you aren't sure consult the Head of PR.&lt;br /&gt;
&lt;br /&gt;
If your project is event oriented, include how often you'd run specific events and/or make variations in order to maintain player interest.&lt;br /&gt;
&lt;br /&gt;
Sell yourself! Make your proposal as interesting and exciting as you can (enthusiasm is contagious). Remember that your project needs to be substantial. Think big, and think about how much work your friends put into their building proposals. That's what we want from you.&lt;br /&gt;
&lt;br /&gt;
Be sure you choose your proposal based on what YOU are interested in. You'll have to be the one doing it, after all.&lt;br /&gt;
&lt;br /&gt;
= What a Proposal Should Include =&lt;br /&gt;
Please include your answers to the following, in paragraph form. Give a lot of details so that we can see and appreciate your thinking.&lt;br /&gt;
&lt;br /&gt;
== General overview of the proposed project ==&lt;br /&gt;
# What do you intend to do?&lt;br /&gt;
# How long will it take (a month? two?)&lt;br /&gt;
# If it is a series of events, on what dates will it take place (May Day? the Eve of St. Agnes?) &lt;br /&gt;
## If not, when will it occur?&lt;br /&gt;
# What parts of the mud might be involved?&lt;br /&gt;
## What groups of players?&lt;br /&gt;
&lt;br /&gt;
== Requirements to carry out the project ==&lt;br /&gt;
# What will you need to complete the project?&lt;br /&gt;
# What immortal help will you need (that is, what kind of effects are you trying to achieve)?&lt;br /&gt;
# What (if any) items and/or mobs would be needed?&lt;br /&gt;
# Will new rooms need to be written?&lt;br /&gt;
## Would existing ones need to be modified?&lt;br /&gt;
# What kinds of advertising will you need to do?&lt;br /&gt;
# What kinds of controls will you need (for instance, how might you keep newbies safe from aggressive mobs?)&lt;br /&gt;
# What kind of time frame is involved?&lt;br /&gt;
&lt;br /&gt;
== Purpose of the Project ==&lt;br /&gt;
# How is this project different from other PR projects that you are aware of, already taking place?&lt;br /&gt;
# What is unique about your project?&lt;br /&gt;
# How would the players and/or immortal staff benefit from it?&lt;br /&gt;
# What information might it provide?&lt;br /&gt;
# How would your project make Legend a better place?&lt;br /&gt;
&lt;br /&gt;
== A Detailed Explanation of one Part ==&lt;br /&gt;
Take all or part of your project and show us how you would go about it, step by step. Include a projected time line if applicable (i.e. first week, second week). How would you organize it? Tinyplotters should include one scenario. If your project requires advertising, write up a brief social media ad, or article for the Legendary Times. Show us that you've worked out how you'd get all or part of your project accomplished. This section also gives you a chance to display your knowledge of Legend, (since you'll need to be working with various parts of the mud in the course of your project). If your project involves writing, include an example of what you are writing, such as a new LT article, a post about Legend for a forum, show us how good an author you really are.&lt;br /&gt;
&lt;br /&gt;
== You as a PR Immortal ==&lt;br /&gt;
=== Who are you? ===&lt;br /&gt;
# How much time and energy will you devote to PR duties as an immortal? Be realistic in your appraisal of your time, as being online and visible with your immortal is one of the most important aspects of the PR job.&lt;br /&gt;
# What hours are you most often logged on?&lt;br /&gt;
## What days?&lt;br /&gt;
# Where do you live?&lt;br /&gt;
# Have you ever had to deal with upset or angry people in a professional capacity?&lt;br /&gt;
# What is your attitude about complaints and mistakes?&lt;br /&gt;
# What is your greatest weakness as a person and an applicant for this position?&lt;br /&gt;
## How will you try to compensate for or overcome this weakness?&lt;br /&gt;
&lt;br /&gt;
=== Your Abilities ===&lt;br /&gt;
&lt;br /&gt;
These questions are designed to measure your creativity and your ability to organize and plan events. Please answer according to the directions, and take as much space as you feel you need.&lt;br /&gt;
&lt;br /&gt;
1. Events, Games and Maintenance -- Answer all 5&lt;br /&gt;
&lt;br /&gt;
Describe a fun and new game that you could run for players. If it's a variation on a new game, what's different? Can you run it regularly and have a tournament of champions?&lt;br /&gt;
You suddenly realize that it's a somewhat obscure holiday (Arbor Day, St. Andrew's Day, Flag Day, Father's Day, Children's Day, Winter/Summer Solstice, Boxing Day, choose your favorite -- or pick a historical date worth celebrating), and you'd like to run a themed game. Using existing games (such as flags, trivia, recall tag) or anything else that wouldn't require the building of new mobs or objects, briefly describe that game.&lt;br /&gt;
&lt;br /&gt;
Due to a freakish bug, all of the mobkill in the game is disabled, and will be for a few hours. While the coders scramble to fix the problem, what would you do to try to keep logging in a fun experience for players?&lt;br /&gt;
&lt;br /&gt;
You've been asked to give a lecture in the OOC. What topic would you choose? (Could be IC, OOC, historical, game-oriented, RL, etc.)&lt;br /&gt;
&lt;br /&gt;
Which part of PRs current responsibilities (OOC, RP, etc.) do you feel has been ignored or not recently updated? How would you make it better?&lt;br /&gt;
&lt;br /&gt;
2. Communicating -- Answer all 6&lt;br /&gt;
&lt;br /&gt;
Ellen the newbie has just made her character in London. Being totally new to muds (or mushes), she's sent a tell to you asking for help getting started. What kind of advice/help would you give her?&lt;br /&gt;
Frizzer is brand new to the mud, and has shown up in Klein. He's confused by the German and insulting Legend as being inferior to his other muds, which he left after a playerwipe. The players are starting to go after him a little bit on chat. What would you say, to him, on chat, etc.?&lt;br /&gt;
&lt;br /&gt;
Anoni wants to roleplay a mouse, but isn't sure how to get started. She's sad and disappointed that she can't have an animal description to make her look like a mouse. What might you suggest as an alternate description? What strings and zips and other props might you suggest? Leonardo has been working to start up an RP family, the Balduccis. Now, he's interested in founding a clan and building up more indepth roleplay. What would you suggest to him about building up a strong clan and interesting roleplay?&lt;br /&gt;
&lt;br /&gt;
You're adding a new section to the Web Page -- what section would you add, and why?&lt;br /&gt;
&lt;br /&gt;
The Legendary Times is one of our departmental projects. Briefly describe or give examples of items you personally might contribute that perhaps no one else can, or explain a new section you'd organize on a regular basis.&lt;br /&gt;
&lt;br /&gt;
3. Dealing with problems -- Answer all 4&lt;br /&gt;
&lt;br /&gt;
A player who you personally dislike is disrupting a game that you are running. What actions would you take to minimize the disruption and deal with the offender?&lt;br /&gt;
A friend of yours confides in one of your mortals that they have found an unreported bug and are exploiting it. You think they have only gained a very minor advantage in gameplay as you judge such things. What actions do you take or not take?&lt;br /&gt;
&lt;br /&gt;
With the agreement of the majority of the immorts, plenty of advance warning, and after thoughtful discussion with your fellow immorts, a new code change is put in. You personally disagree with the change in principle. Players complain to you about the change and want to know why it was forced on them and who is behind this new example of the immort conspiracy? How do you resolve this public relations dilemma?&lt;br /&gt;
&lt;br /&gt;
A player complains to you of sexual harassment. What is your role/duty as a PR immort? Would it make a difference if it was a complaint regarding race instead of sex?&lt;br /&gt;
&lt;br /&gt;
Dealing with Requests For each of the following description requests, assume that there are no keyword conflicts with existing player descs. We follow the guidelines in &amp;quot;help description&amp;quot;, so that file may be of use to you in answering these question.&lt;br /&gt;
&lt;br /&gt;
For each description A through F, answer all five of the parts below, as they apply.&lt;br /&gt;
&lt;br /&gt;
i) State whether you would register the description or not.&lt;br /&gt;
ii) If not, what explanation would you give to the player?&lt;br /&gt;
iii) If you're unsure, what questions would you ask? of whom?&lt;br /&gt;
iv) Would you suggest any changes to the description? what changes?&lt;br /&gt;
v) List a possible zip string which might go with the description.&lt;br /&gt;
&lt;br /&gt;
Desc A&lt;br /&gt;
Name: Mistry&lt;br /&gt;
Short: a figure hidden in a dense mist&lt;br /&gt;
Long: Wisps of mist alert you to an eerie figure hidden in a shroud of darkness.&lt;br /&gt;
Desc B&lt;br /&gt;
Name: Lenore&lt;br /&gt;
Short: a cute little dead girl&lt;br /&gt;
Long: The faint smell of formaldehyde lingers suspiciously around a little girl.&lt;br /&gt;
&lt;br /&gt;
Desc C&lt;br /&gt;
Name: Gottfried&lt;br /&gt;
Short: Hauptmann von Luttke&lt;br /&gt;
Long: The air seems unusually serene around a tall Prussian officer.&lt;br /&gt;
&lt;br /&gt;
Desc D&lt;br /&gt;
Short: a witch with dancing green eyes&lt;br /&gt;
Long: A vacuous young witch with dancing green eeyes stands beaming at the world.&lt;br /&gt;
&lt;br /&gt;
Desc E&lt;br /&gt;
Short: The Dark Lady&lt;br /&gt;
Long: A warrioress of darkness emerges from the shadows of your soul.&lt;br /&gt;
&lt;br /&gt;
Desc F&lt;br /&gt;
Short: a confused man enclosed in smoke&lt;br /&gt;
Long: A man enclosed in smoke pets his bong lovingly as he inhales deeply.&lt;br /&gt;
&lt;br /&gt;
We do reserve the right to accept a proposal but ask you to work on a different project (in that case, switching to another project would be a condition for imming).&lt;br /&gt;
&lt;br /&gt;
Please feel free to ask us any questions on-line. Or, send e-mail to the Head of PR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C) Examples&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
This person is interested in tinyplots, getting players and mobs interacting in rp scenarios.&lt;br /&gt;
&lt;br /&gt;
A) General overview of the proposed project:&lt;br /&gt;
&lt;br /&gt;
I propose to do monthly invasions (IE, mob attacks of specific areas), mostly with historical groups of enemies (for instance, Picts vs. Romans). This would include the appropriate area(s) on the mud, (for instance, Roman Britain and Pict country) and would be open to all appropriate levels of players. This could be a fairly wide range, depending upon the types of mobs present in the given area. Although playerkilling might be involved, the intention of my project is to have players killing mobs rather than each other (so if a player signs up with the Romans, he or she would kill Picts). The players would be given motivation to help repel the invasion. For instance, in my Roman/Picts scenario, I'd offer some kind of pendants (a special string) to the winning side. I'd also like to award titles, if that seems appropriate (such as &amp;quot;Defender of the Pict Tribe&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
B) Requirements to carry out the project:&lt;br /&gt;
&lt;br /&gt;
For instance, our said &amp;quot;Invasions&amp;quot; proposer would need to tell us what mobs and objects she would need, and what kind of assistance she'd need from the Building and/or Player Relations department. She'd need to consider how she'd keep newbies safe from aggressive mobs, as well as whether to keep the area out of bounds from players not participating in the roleplay. Plus, she'd need to tell us what kinds of advertising she'd need (i.e. in the Legendary Times, on the boards, and/or in newsgroups).&lt;br /&gt;
&lt;br /&gt;
She might write:&lt;br /&gt;
&amp;quot;I'd need some kind of help in order to animate the Picts and Romans, so that each side could have a leader that would recruit players and talk on chat. I'd keep newbies out by putting up lots of signs and patrolling the area (and maybe with a special mob if possible). I wouldn't keep non-participating players away, though, but rather, try to get them involved (if only as innocent bystanders caught up in the fray). However, they'd need to register with me in order to be eligible for prizes should their side win. I'd advertise in the LT and welcome boards. In addition, I'd do a couple of local posts with mobs in the Roman Britain area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
C) Purpose of the Project:&lt;br /&gt;
&lt;br /&gt;
Thus, the &amp;quot;Invasions&amp;quot; author would need to explain why exactly monthly invasions of mobs in various areas would benefit the mud. She might say:&lt;br /&gt;
&amp;quot;These invasions would give the players a way to combine killing mobs with roleplay (something that can be hard to do). They'd also enhance the historical aspects of LegendMUD, since all of these invasions would be based on actual (or at least legendary) invasions. Players would have fun killing mobs, roleplaying their various roles, and even learn a bit more history. Moreover, the roles they play during the invasions could easily extend to their adventures outside of the Invasions scenarios.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
D) A Detailed Explanation of one Part:&lt;br /&gt;
&lt;br /&gt;
Returning to our Invasions author, she'd need to develop one invasion event in detail, and plot the scenario out, including the (planned) actions of the various mobs involved.&lt;br /&gt;
&lt;br /&gt;
She might write the following: &lt;br /&gt;
&amp;quot;The battle starts when a stray Roman arrow fired from the garrison as Hadrian's Wall hits a Pict hunter. Immediately, his comrades come out in force to avenge his death. The battle will last at least one RL hour, or until the Picts are driven back behind Hadrian's Wall. The battle will be announced through Chat and lots of hollering. (Chat Pict hunter: Argh! That beastly Roman just shot an arrow. Chat Pict Chieftain: We must avenge our brother!)&lt;br /&gt;
&lt;br /&gt;
In addition, I'll place an &amp;quot;ad&amp;quot; in the LT and on the welcome board that'll go something like this (only more fleshed out) &lt;br /&gt;
'Ever wished that you had lived during the thrilling times when the Picts battled to free themselves of Roman interference? Ever wanted to take the role of a Pict, Roman, or innocent bystander? Here's your chance! Join us for battle and mayhem on July 10, at 3 PM CST.'&lt;br /&gt;
&lt;br /&gt;
This will be one in a series of invasions. Once I've run this scenario, I'll run some others in various parts of the mud. If this scenario develops its own momentum, I may even run some sequels or additions to it (and maybe work some of the other areas into the story arc if possible).&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Coding_Proposal&amp;diff=397</id>
		<title>The Coding Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Coding_Proposal&amp;diff=397"/>
		<updated>2020-04-25T06:52:29Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Preface =&lt;br /&gt;
Before continuing, ensure that you have read and follow [[The Immortal Proposal Process]].&lt;br /&gt;
&lt;br /&gt;
Coders on Legend are responsible for the maintenance of the current server code for the mud and the addition of new features. All coders are expected to maintain and fix minor bugs and typos as well as comment code where possible. Full coders are expected to implement and support larger projects.&lt;br /&gt;
&lt;br /&gt;
= Basic Information on the Mud Base =&lt;br /&gt;
Much of the invisible stuff that keeps Legend running has been redone from the original diku/merc base. One of the driving philosophies behind much of the coding that has gone into Legend is to make it a game for all types of players. It's not strictly one type of mud. It is not just for role players, it is not just for hack-n-slashers, it is not just for pkillers, etc.&lt;br /&gt;
In any case, the thing to keep in mind is that configurability and customizability of the code base implies that code design needs to be modular, APIs and interfaces to it need to be simple and clean, and all associated data files and the like need to be intuitive, flexible, and easy to use. The code is currently all in C.&lt;br /&gt;
&lt;br /&gt;
= The Coding Proposal =&lt;br /&gt;
Remember that your proposal is voted on by coders and non-coders alike. It is your job to make sure that both coders and non-coders can understand your answers and can get a good enough sense of your skills, sense of balance, and style to make an informed decision when voting on your application.&lt;br /&gt;
&lt;br /&gt;
Make sure that your application is legibly formatted and coherently written. Submit answers to the following sections.&lt;br /&gt;
&lt;br /&gt;
== General Knowledge ==&lt;br /&gt;
# What programming languages do you have experience with?&lt;br /&gt;
## How much experience in each?&lt;br /&gt;
# Currently, all mud development is done under Linux/Unix. While this may change in the future, there are no plans to change it in the short term. What experience do you have with Linux/Unix?&lt;br /&gt;
# Do you have access to a Linux/Unix machine where you can develop and compile software?&lt;br /&gt;
#* If so:&lt;br /&gt;
## Does it have git, gcc, gnu make?&lt;br /&gt;
## Can you use it to test code changes?&lt;br /&gt;
## What version of Linux/Unix does it run?&lt;br /&gt;
# Have you ever done any programming on a large project before?&lt;br /&gt;
#* If so:&lt;br /&gt;
## What?&lt;br /&gt;
## How many programmers were there?&lt;br /&gt;
## What did the program do?&lt;br /&gt;
# Have you ever coded on a MUD or any other type of game before?&lt;br /&gt;
&lt;br /&gt;
== Design and Miscellaneous Questions ==&lt;br /&gt;
# Describe a coding project that you would like to undertake. (Examples might include a new skill or spell, automatic description generation at character creation time, or something else). Include details about implementation, but also game balance issues.&lt;br /&gt;
# Seemingly out of nowhere, players start complaining loudly about something that you know is low down on the coder priority list. You're pretty sure that you know how to make the change players want, but your own project, though longer, is a higher priority. Would you stop work on your own project to go make this change?&lt;br /&gt;
# Design the skill. Write up a design spec for three of the following skills, remembering that the design spec will be read and evaluated by both coders and non-coders. Your ideas should provide for interesting, flexible skills without being out of bounds (the mud isn't based around any one skill or set of skills).&lt;br /&gt;
#* Autopsy&lt;br /&gt;
#* Embroidery&lt;br /&gt;
#* Falconry&lt;br /&gt;
#* Hiking&lt;br /&gt;
#* Hunt&lt;br /&gt;
#* Locate Herb&lt;br /&gt;
#* Make Pills&lt;br /&gt;
#* Smelting&lt;br /&gt;
#* Speed Draw&lt;br /&gt;
#* Tackle&lt;br /&gt;
#* Tailor&lt;br /&gt;
#* Vanish&lt;br /&gt;
# A player reports that after calming a mob they were killed by it in combat. They report this as a bug and ask for a reimbursement. You talk to the head PR who tells you that a reimbursement is fair if there is a bug. What do you do?&lt;br /&gt;
## What steps do you take to try to track down the bug?&lt;br /&gt;
# Write a new question (and give an answer to it) that you think would be a useful addition to the Coder proposal questions.&lt;br /&gt;
&lt;br /&gt;
== Coding Questions ==&lt;br /&gt;
Not having experience with particular tools is not necessarily a problem. Many of the questions are asked so that when/if you become an immortal we have a better idea of your experience level and which tools you are comfortable with.&lt;br /&gt;
&lt;br /&gt;
# What is your favorite programming language?&lt;br /&gt;
## Why?&lt;br /&gt;
#* Keep it brief, we are not looking for religious war type argument.&lt;br /&gt;
# What experience do you have with gdb (the GNU debugger)?&lt;br /&gt;
# Are you comfortable with programming under Linux/Unix?&lt;br /&gt;
## Have you used makefiles before?&lt;br /&gt;
## Have you written them?&lt;br /&gt;
# What are the advantages and disadvantages of storing the object database as an array of OBJ_TYPE? As a linked list of OBJ_TYPE? (OBJ_TYPE is the struct used for objects.)&lt;br /&gt;
# Explain how you would implement the three skills that you selected above. Include details about the data structures and algorithms that you plan on using, explain how the code would work, etc. We realize that you don't have much information about how the code is designed, but do your best without this information.&lt;br /&gt;
# What effects does changing a function call to a macro have on the performance of the code?&lt;br /&gt;
#* What are the advantages to using a function call instead of a macro, and vice versa?&lt;br /&gt;
&lt;br /&gt;
=== Code Commenting ===&lt;br /&gt;
# Comment the following code as you would normally comment code:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
char *&lt;br /&gt;
multi_check (char *argument, int *numtimes) {&lt;br /&gt;
char *arg_ptr;&lt;br /&gt;
char *temp_ptr;&lt;br /&gt;
int temptimes;&lt;br /&gt;
&lt;br /&gt;
icheckptr(numtimes,argument);&lt;br /&gt;
if (argument == NULL) {&lt;br /&gt;
  /* special handling for null argument pointer so that we can&lt;br /&gt;
     set numtimes to zero so that whatever it is that called &lt;br /&gt;
     multi_check will, god willing, not use the returned null pointer */&lt;br /&gt;
  _checkptr(&amp;quot;argument&amp;quot;,__FILE__,__LINE__);&lt;br /&gt;
  *numtimes=0;&lt;br /&gt;
  return NULL;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
*numtimes = 1;&lt;br /&gt;
&lt;br /&gt;
while (isspace (*argument))&lt;br /&gt;
  argument++;&lt;br /&gt;
&lt;br /&gt;
if (*argument == '\0')&lt;br /&gt;
  return argument;&lt;br /&gt;
for (arg_ptr = argument; *arg_ptr != '\0'; arg_ptr++)&lt;br /&gt;
  if (isdigit (*arg_ptr) &amp;amp;&amp;amp; (arg_ptr == argument || *(arg_ptr - 1) == ' ')) {&lt;br /&gt;
    temptimes = MAX (1, MIN (atoi (arg_ptr), 30));&lt;br /&gt;
    temp_ptr = arg_ptr;&lt;br /&gt;
    while (isdigit (*temp_ptr))&lt;br /&gt;
      temp_ptr++;&lt;br /&gt;
    if (*temp_ptr == '*') {&lt;br /&gt;
      while (*(++temp_ptr) != '\0')&lt;br /&gt;
        *arg_ptr++ = *temp_ptr;&lt;br /&gt;
      *arg_ptr = '\0';&lt;br /&gt;
      *numtimes = temptimes;&lt;br /&gt;
      break;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  while (isspace (*argument))&lt;br /&gt;
  argument++;&lt;br /&gt;
&lt;br /&gt;
  return argument;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Tracking ===&lt;br /&gt;
# The following bug was reported: &amp;quot;I was wearing a birdshape, and suddenly stopped flying without removing the shape.&amp;quot; After a bit of investigation, you find that the bug was because the player had quaffed a fly potion and when the potion effects wore off, the fly from the birdshape wore off as well. Here is the code for the fly spell. Fix the bug. If you can't find the specific bug, explain the steps that you would go through to try to find the bug.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void sp_fly(int level, CHAR_DATA * ch, char *argument) {&lt;br /&gt;
  AFFECT_DATA af;&lt;br /&gt;
  CHAR_DATA *victim;&lt;br /&gt;
  OBJ_DATA *obj;&lt;br /&gt;
&lt;br /&gt;
  obj = NULL;&lt;br /&gt;
  if ((victim = get_char_room(ch, argument)) == NULL)&lt;br /&gt;
    obj = get_obj_here(ch, argument);&lt;br /&gt;
&lt;br /&gt;
  if (victim == NULL &amp;amp;&amp;amp; obj == NULL)&lt;br /&gt;
    victim = ch;&lt;br /&gt;
  else if (victim == NULL)&lt;br /&gt;
    return;&lt;br /&gt;
&lt;br /&gt;
  if (check_magic_sink(ch, victim, SPELL_fly, level))&lt;br /&gt;
    return;&lt;br /&gt;
&lt;br /&gt;
 if (!spell_success) {&lt;br /&gt;
    if (is_casting)&lt;br /&gt;
      act(spell_fail_message, ch, NULL, NULL, TO_CHAR);&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (obj != NULL) {&lt;br /&gt;
    act(&amp;quot;$p hovers briefly and falls back into place.&amp;quot;, ch, obj, NULL, TO_CHAR);&lt;br /&gt;
    act(&amp;quot;$p hovers briefly and falls back into place.&amp;quot;, ch, obj, NULL, TO_ROOM);&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (is_affected(victim, SPELL_stoneskin)) {&lt;br /&gt;
    send_to_char(&amp;quot;You cannot lift someone from the ground if their skin is of stone.\n\r&amp;quot;, ch);&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (!IS_SET(victim-&amp;gt;affected_by, AFF_FLYING))&lt;br /&gt;
    act(&amp;quot;Your feet float up off the ground.&amp;quot;, victim, NULL, NULL, TO_CHAR);&lt;br /&gt;
  else&lt;br /&gt;
    act(&amp;quot;Nothing seems to happen.&amp;quot;, victim, NULL, NULL, TO_CHAR);&lt;br /&gt;
&lt;br /&gt;
  af.type = SPELL_fly;&lt;br /&gt;
  af.duration = 2 + level / 3;&lt;br /&gt;
  af.location = APPLY_NONE;&lt;br /&gt;
  af.modifier = 0;&lt;br /&gt;
  af.bitvector = AFF_FLYING;&lt;br /&gt;
  affect_join(victim, &amp;amp;af);&lt;br /&gt;
  return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
Show us some code that you've written. Anything at all. It can be any size 10 lines, 100 lines, whatever. (Well, try to keep it on the smaller side of things, we don't have time to look at thousands of lines of code).&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Coding_Proposal&amp;diff=396</id>
		<title>The Coding Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Coding_Proposal&amp;diff=396"/>
		<updated>2020-04-25T06:50:40Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Preface =&lt;br /&gt;
Before continuing, ensure that you have read and follow [[The Immortal Proposal Process]].&lt;br /&gt;
&lt;br /&gt;
Coders on LegendMUD are responsible for the maintenance of the current server code for the mud and the addition of new features. All coders are expected to maintain and fix minor bugs and typos as well as comment code where possible. Full coders are expected to implement and support larger projects.&lt;br /&gt;
&lt;br /&gt;
= Basic Information on the Mud Base =&lt;br /&gt;
Much of the invisible stuff that keeps Legend running has been redone from the original diku/merc base. One of the driving philosophies behind much of the coding that has gone into Legend is to make it a game for all types of players. It's not strictly one type of mud. It is not just for role players, it is not just for hack-n-slashers, it is not just for pkillers, etc.&lt;br /&gt;
In any case, the thing to keep in mind is that configurability and customizability of the code base implies that code design needs to be modular, APIs and interfaces to it need to be simple and clean, and all associated data files and the like need to be intuitive, flexible, and easy to use. The code is currently all in C.&lt;br /&gt;
&lt;br /&gt;
= The Coding Proposal =&lt;br /&gt;
Remember that your proposal is voted on by coders and non-coders alike. It is your job to make sure that both coders and non-coders can understand your answers and can get a good enough sense of your skills, sense of balance, and style to make an informed decision when voting on your application.&lt;br /&gt;
&lt;br /&gt;
Make sure that your application is legibly formatted and coherently written. Submit answers to the following sections.&lt;br /&gt;
&lt;br /&gt;
== General Knowledge ==&lt;br /&gt;
# What programming languages do you have experience with?&lt;br /&gt;
## How much experience in each?&lt;br /&gt;
# Currently, all mud development is done under Linux/Unix. While this may change in the future, there are no plans to change it in the short term. What experience do you have with Linux/Unix?&lt;br /&gt;
# Do you have access to a Linux/Unix machine where you can develop and compile software?&lt;br /&gt;
#* If so:&lt;br /&gt;
## Does it have git, gcc, gnu make?&lt;br /&gt;
## Can you use it to test code changes?&lt;br /&gt;
## What version of Linux/Unix does it run?&lt;br /&gt;
# Have you ever done any programming on a large project before?&lt;br /&gt;
#* If so:&lt;br /&gt;
## What?&lt;br /&gt;
## How many programmers were there?&lt;br /&gt;
## What did the program do?&lt;br /&gt;
# Have you ever coded on a MUD or any other type of game before?&lt;br /&gt;
&lt;br /&gt;
== Design and Miscellaneous Questions ==&lt;br /&gt;
# Describe a coding project that you would like to undertake. (Examples might include a new skill or spell, automatic description generation at character creation time, or something else). Include details about implementation, but also game balance issues.&lt;br /&gt;
# Seemingly out of nowhere, players start complaining loudly about something that you know is low down on the coder priority list. You're pretty sure that you know how to make the change players want, but your own project, though longer, is a higher priority. Would you stop work on your own project to go make this change?&lt;br /&gt;
# Design the skill. Write up a design spec for three of the following skills, remembering that the design spec will be read and evaluated by both coders and non-coders. Your ideas should provide for interesting, flexible skills without being out of bounds (the mud isn't based around any one skill or set of skills).&lt;br /&gt;
#* Autopsy&lt;br /&gt;
#* Embroidery&lt;br /&gt;
#* Falconry&lt;br /&gt;
#* Hiking&lt;br /&gt;
#* Hunt&lt;br /&gt;
#* Locate Herb&lt;br /&gt;
#* Make Pills&lt;br /&gt;
#* Smelting&lt;br /&gt;
#* Speed Draw&lt;br /&gt;
#* Tackle&lt;br /&gt;
#* Tailor&lt;br /&gt;
#* Vanish&lt;br /&gt;
# A player reports that after calming a mob they were killed by it in combat. They report this as a bug and ask for a reimbursement. You talk to the head PR who tells you that a reimbursement is fair if there is a bug. What do you do?&lt;br /&gt;
## What steps do you take to try to track down the bug?&lt;br /&gt;
# Write a new question (and give an answer to it) that you think would be a useful addition to the Coder proposal questions.&lt;br /&gt;
&lt;br /&gt;
== Coding Questions ==&lt;br /&gt;
Not having experience with particular tools is not necessarily a problem. Many of the questions are asked so that when/if you become an immortal we have a better idea of your experience level and which tools you are comfortable with.&lt;br /&gt;
&lt;br /&gt;
# What is your favorite programming language?&lt;br /&gt;
## Why?&lt;br /&gt;
#* Keep it brief, we are not looking for religious war type argument.&lt;br /&gt;
# What experience do you have with gdb (the GNU debugger)?&lt;br /&gt;
# Are you comfortable with programming under Linux/Unix?&lt;br /&gt;
## Have you used makefiles before?&lt;br /&gt;
## Have you written them?&lt;br /&gt;
# What are the advantages and disadvantages of storing the object database as an array of OBJ_TYPE? As a linked list of OBJ_TYPE? (OBJ_TYPE is the struct used for objects.)&lt;br /&gt;
# Explain how you would implement the three skills that you selected above. Include details about the data structures and algorithms that you plan on using, explain how the code would work, etc. We realize that you don't have much information about how the code is designed, but do your best without this information.&lt;br /&gt;
# What effects does changing a function call to a macro have on the performance of the code?&lt;br /&gt;
#* What are the advantages to using a function call instead of a macro, and vice versa?&lt;br /&gt;
&lt;br /&gt;
=== Code Commenting ===&lt;br /&gt;
# Comment the following code as you would normally comment code:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
char *&lt;br /&gt;
multi_check (char *argument, int *numtimes) {&lt;br /&gt;
char *arg_ptr;&lt;br /&gt;
char *temp_ptr;&lt;br /&gt;
int temptimes;&lt;br /&gt;
&lt;br /&gt;
icheckptr(numtimes,argument);&lt;br /&gt;
if (argument == NULL) {&lt;br /&gt;
  /* special handling for null argument pointer so that we can&lt;br /&gt;
     set numtimes to zero so that whatever it is that called &lt;br /&gt;
     multi_check will, god willing, not use the returned null pointer */&lt;br /&gt;
  _checkptr(&amp;quot;argument&amp;quot;,__FILE__,__LINE__);&lt;br /&gt;
  *numtimes=0;&lt;br /&gt;
  return NULL;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
*numtimes = 1;&lt;br /&gt;
&lt;br /&gt;
while (isspace (*argument))&lt;br /&gt;
  argument++;&lt;br /&gt;
&lt;br /&gt;
if (*argument == '\0')&lt;br /&gt;
  return argument;&lt;br /&gt;
for (arg_ptr = argument; *arg_ptr != '\0'; arg_ptr++)&lt;br /&gt;
  if (isdigit (*arg_ptr) &amp;amp;&amp;amp; (arg_ptr == argument || *(arg_ptr - 1) == ' ')) {&lt;br /&gt;
    temptimes = MAX (1, MIN (atoi (arg_ptr), 30));&lt;br /&gt;
    temp_ptr = arg_ptr;&lt;br /&gt;
    while (isdigit (*temp_ptr))&lt;br /&gt;
      temp_ptr++;&lt;br /&gt;
    if (*temp_ptr == '*') {&lt;br /&gt;
      while (*(++temp_ptr) != '\0')&lt;br /&gt;
        *arg_ptr++ = *temp_ptr;&lt;br /&gt;
      *arg_ptr = '\0';&lt;br /&gt;
      *numtimes = temptimes;&lt;br /&gt;
      break;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  while (isspace (*argument))&lt;br /&gt;
  argument++;&lt;br /&gt;
&lt;br /&gt;
  return argument;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bug Tracking ===&lt;br /&gt;
# The following bug was reported: &amp;quot;I was wearing a birdshape, and suddenly stopped flying without removing the shape.&amp;quot; After a bit of investigation, you find that the bug was because the player had quaffed a fly potion and when the potion effects wore off, the fly from the birdshape wore off as well. Here is the code for the fly spell. Fix the bug. If you can't find the specific bug, explain the steps that you would go through to try to find the bug.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
void sp_fly(int level, CHAR_DATA * ch, char *argument) {&lt;br /&gt;
  AFFECT_DATA af;&lt;br /&gt;
  CHAR_DATA *victim;&lt;br /&gt;
  OBJ_DATA *obj;&lt;br /&gt;
&lt;br /&gt;
  obj = NULL;&lt;br /&gt;
  if ((victim = get_char_room(ch, argument)) == NULL)&lt;br /&gt;
    obj = get_obj_here(ch, argument);&lt;br /&gt;
&lt;br /&gt;
  if (victim == NULL &amp;amp;&amp;amp; obj == NULL)&lt;br /&gt;
    victim = ch;&lt;br /&gt;
  else if (victim == NULL)&lt;br /&gt;
    return;&lt;br /&gt;
&lt;br /&gt;
  if (check_magic_sink(ch, victim, SPELL_fly, level))&lt;br /&gt;
    return;&lt;br /&gt;
&lt;br /&gt;
 if (!spell_success) {&lt;br /&gt;
    if (is_casting)&lt;br /&gt;
      act(spell_fail_message, ch, NULL, NULL, TO_CHAR);&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (obj != NULL) {&lt;br /&gt;
    act(&amp;quot;$p hovers briefly and falls back into place.&amp;quot;, ch, obj, NULL, TO_CHAR);&lt;br /&gt;
    act(&amp;quot;$p hovers briefly and falls back into place.&amp;quot;, ch, obj, NULL, TO_ROOM);&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (is_affected(victim, SPELL_stoneskin)) {&lt;br /&gt;
    send_to_char(&amp;quot;You cannot lift someone from the ground if their skin is of stone.\n\r&amp;quot;, ch);&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (!IS_SET(victim-&amp;gt;affected_by, AFF_FLYING))&lt;br /&gt;
    act(&amp;quot;Your feet float up off the ground.&amp;quot;, victim, NULL, NULL, TO_CHAR);&lt;br /&gt;
  else&lt;br /&gt;
    act(&amp;quot;Nothing seems to happen.&amp;quot;, victim, NULL, NULL, TO_CHAR);&lt;br /&gt;
&lt;br /&gt;
  af.type = SPELL_fly;&lt;br /&gt;
  af.duration = 2 + level / 3;&lt;br /&gt;
  af.location = APPLY_NONE;&lt;br /&gt;
  af.modifier = 0;&lt;br /&gt;
  af.bitvector = AFF_FLYING;&lt;br /&gt;
  affect_join(victim, &amp;amp;af);&lt;br /&gt;
  return;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Optional ===&lt;br /&gt;
Show us some code that you've written. Anything at all. It can be any size 10 lines, 100 lines, whatever. (Well, try to keep it on the smaller side of things, we don't have time to look at thousands of lines of code).&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Coding_Proposal&amp;diff=395</id>
		<title>The Coding Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Coding_Proposal&amp;diff=395"/>
		<updated>2020-04-25T05:48:41Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Preface =&lt;br /&gt;
Before continuing, ensure that you have read and follow [[The Immortal Proposal Process]].&lt;br /&gt;
&lt;br /&gt;
Coders on LegendMUD are responsible for the maintenance of the current server code for the mud and the addition of new features. All coders are expected to maintain and fix minor bugs and typos as well as comment code where possible. Full coders are expected to implement and support larger projects.&lt;br /&gt;
&lt;br /&gt;
= Basic Information on the Mud Base =&lt;br /&gt;
Much of the invisible stuff that keeps Legend running has been redone from the original diku/merc base. One of the driving philosophies behind much of the coding that has gone into Legend is to make it a game for all types of players. It's not strictly one type of mud. It is not just for role players, it is not just for hack-n-slashers, it is not just for pkillers, etc.&lt;br /&gt;
In any case, the thing to keep in mind is that configurability and customizability of the code base implies that code design needs to be modular, APIs and interfaces to it need to be simple and clean, and all associated data files and the like need to be intuitive, flexible, and easy to use. The code is currently all in C.&lt;br /&gt;
&lt;br /&gt;
= The Coding Proposal =&lt;br /&gt;
Remember that your proposal is voted on by coders and non-coders alike. It is your job to make sure that both coders and non-coders can understand your answers and can get a good enough sense of your skills, sense of balance, and style to make an informed decision when voting on your application.&lt;br /&gt;
&lt;br /&gt;
Make sure that your application is legibly formatted and coherently written. Submit answers to the following sections.&lt;br /&gt;
&lt;br /&gt;
== General Knowledge ==&lt;br /&gt;
# What programming languages do you have experience with?&lt;br /&gt;
## How much experience in each?&lt;br /&gt;
# Currently, all mud development is done under Linux/Unix. While this may change in the future, there are no plans to change it in the short term. What experience do you have with Linux/Unix?&lt;br /&gt;
# Do you have access to a Linux/Unix machine where you can develop and compile software?&lt;br /&gt;
#* If so:&lt;br /&gt;
## Does it have git, gcc, gnu make?&lt;br /&gt;
## Can you use it to test code changes?&lt;br /&gt;
## What version of Linux/Unix does it run?&lt;br /&gt;
# Have you ever done any programming on a large project before?&lt;br /&gt;
#* If so:&lt;br /&gt;
## What?&lt;br /&gt;
## How many programmers were there?&lt;br /&gt;
## What did the program do?&lt;br /&gt;
# Have you ever coded on a MUD or any other type of game before?&lt;br /&gt;
&lt;br /&gt;
== Design and Miscellaneous Questions ==&lt;br /&gt;
# Describe a coding project that you would like to undertake. (Examples might include a new skill or spell, automatic description generation at character creation time, or something else). Include details about implementation, but also game balance issues.&lt;br /&gt;
# Seemingly out of nowhere, players start complaining loudly about something that you know is low down on the coder priority list. You're pretty sure that you know how to make the change players want, but your own project, though longer, is a higher priority. Would you stop work on your own project to go make this change?&lt;br /&gt;
# Design the skill. Write up a design spec for three of the following skills, remembering that the design spec will be read and evaluated by both coders and non-coders. Your ideas should provide for interesting, flexible skills without being out of bounds (the mud isn't based around any one skill or set of skills).&lt;br /&gt;
#* Autopsy&lt;br /&gt;
#* Embroidery&lt;br /&gt;
#* Falconry&lt;br /&gt;
#* Hiking&lt;br /&gt;
#* Hunt&lt;br /&gt;
#* Locate Herb&lt;br /&gt;
#* Make Pills&lt;br /&gt;
#* Smelting&lt;br /&gt;
#* Speed Draw&lt;br /&gt;
#* Tackle&lt;br /&gt;
#* Tailor&lt;br /&gt;
#* Vanish&lt;br /&gt;
# A player reports that after calming a mob they were killed by it in combat. They report this as a bug and ask for a reimbursement. You talk to the head PR who tells you that a reimbursement is fair if there is a bug. What do you do?&lt;br /&gt;
## What steps do you take to try to track down the bug?&lt;br /&gt;
# Write a new question (and give an answer to it) that you think would be a useful addition to the Coder proposal questions.&lt;br /&gt;
&lt;br /&gt;
== Coding Questions ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not having experience with particular tools is not necessarily a problem. Many of the questions are asked so that when/if you become an immortal we have a better idea of your experience level and which tools you are comfortable with.&lt;br /&gt;
&lt;br /&gt;
What's your favorite programming language? Why? (Keep it brief, we're not interested in a religious war type argument.)&lt;br /&gt;
&lt;br /&gt;
What experience do you have with gdb (the GNU debugger)?&lt;br /&gt;
&lt;br /&gt;
Are you comfortable with programming under Unix? Have you used makefiles before? Have you written them?&lt;br /&gt;
Comment the following code as you would normally comment code:&lt;br /&gt;
&lt;br /&gt;
char *&lt;br /&gt;
multi_check (char *argument, int *numtimes) {&lt;br /&gt;
char *arg_ptr;&lt;br /&gt;
char *temp_ptr;&lt;br /&gt;
int temptimes;&lt;br /&gt;
&lt;br /&gt;
icheckptr(numtimes,argument);&lt;br /&gt;
if (argument == NULL) {&lt;br /&gt;
  /* special handling for null argument pointer so that we can&lt;br /&gt;
     set numtimes to zero so that whatever it is that called &lt;br /&gt;
     multi_check will, god willing, not use the returned null pointer */&lt;br /&gt;
  _checkptr(&amp;quot;argument&amp;quot;,__FILE__,__LINE__);&lt;br /&gt;
  *numtimes=0;&lt;br /&gt;
  return NULL;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
*numtimes = 1;&lt;br /&gt;
&lt;br /&gt;
while (isspace (*argument))&lt;br /&gt;
  argument++;&lt;br /&gt;
&lt;br /&gt;
if (*argument == '\0')&lt;br /&gt;
  return argument;&lt;br /&gt;
for (arg_ptr = argument; *arg_ptr != '\0'; arg_ptr++)&lt;br /&gt;
  if (isdigit (*arg_ptr) &amp;amp;&amp;amp; (arg_ptr == argument || *(arg_ptr - 1) == ' ')) {&lt;br /&gt;
    temptimes = MAX (1, MIN (atoi (arg_ptr), 30));&lt;br /&gt;
    temp_ptr = arg_ptr;&lt;br /&gt;
    while (isdigit (*temp_ptr))&lt;br /&gt;
      temp_ptr++;&lt;br /&gt;
    if (*temp_ptr == '*') {&lt;br /&gt;
      while (*(++temp_ptr) != '\0')&lt;br /&gt;
        *arg_ptr++ = *temp_ptr;&lt;br /&gt;
      *arg_ptr = '\0';&lt;br /&gt;
      *numtimes = temptimes;&lt;br /&gt;
      break;&lt;br /&gt;
    }&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  while (isspace (*argument))&lt;br /&gt;
  argument++;&lt;br /&gt;
&lt;br /&gt;
  return argument;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
What are the advantages and disadvantages of storing the object database as an array of OBJ_TYPE? As a linked list of OBJ_TYPE? (OBJ_TYPE is the struct used for objects.)&lt;br /&gt;
&lt;br /&gt;
Implement the skill. Explain how you would implement the three skills that you selected in part 2 above. Include details about the data structures and algorithms that you plan on using, explain how the code would work, etc. We realize that you don't have much information about how the code is designed, but do your best without this information.&lt;br /&gt;
&lt;br /&gt;
The following bug was reported: &amp;quot;I was wearing a birdshape, and suddenly stopped flying without removing the shape.&amp;quot; After a bit of investigation, you find that the bug was because the player had quaffed a fly potion and when the potion effects wore off, the fly from the birdshape wore off as well. Here is the code for the fly spell. Fix the bug. If you can't find the specific bug, explain the steps that you would go through to try to find the bug.&lt;br /&gt;
&lt;br /&gt;
void sp_fly(int level, CHAR_DATA * ch, char *argument) {&lt;br /&gt;
  AFFECT_DATA af;&lt;br /&gt;
  CHAR_DATA *victim;&lt;br /&gt;
  OBJ_DATA *obj;&lt;br /&gt;
&lt;br /&gt;
  obj = NULL;&lt;br /&gt;
  if ((victim = get_char_room(ch, argument)) == NULL)&lt;br /&gt;
    obj = get_obj_here(ch, argument);&lt;br /&gt;
&lt;br /&gt;
  if (victim == NULL &amp;amp;&amp;amp; obj == NULL)&lt;br /&gt;
    victim = ch;&lt;br /&gt;
  else if (victim == NULL)&lt;br /&gt;
    return;&lt;br /&gt;
&lt;br /&gt;
  if (check_magic_sink(ch, victim, SPELL_fly, level))&lt;br /&gt;
    return;&lt;br /&gt;
&lt;br /&gt;
 if (!spell_success) {&lt;br /&gt;
    if (is_casting)&lt;br /&gt;
      act(spell_fail_message, ch, NULL, NULL, TO_CHAR);&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (obj != NULL) {&lt;br /&gt;
    act(&amp;quot;$p hovers briefly and falls back into place.&amp;quot;, ch, obj, NULL, TO_CHAR);&lt;br /&gt;
    act(&amp;quot;$p hovers briefly and falls back into place.&amp;quot;, ch, obj, NULL, TO_ROOM);&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (is_affected(victim, SPELL_stoneskin)) {&lt;br /&gt;
    send_to_char(&amp;quot;You cannot lift someone from the ground if their skin is of stone.\n\r&amp;quot;, ch);&lt;br /&gt;
    return;&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
  if (!IS_SET(victim-&amp;gt;affected_by, AFF_FLYING))&lt;br /&gt;
    act(&amp;quot;Your feet float up off the ground.&amp;quot;, victim, NULL, NULL, TO_CHAR);&lt;br /&gt;
  else&lt;br /&gt;
    act(&amp;quot;Nothing seems to happen.&amp;quot;, victim, NULL, NULL, TO_CHAR);&lt;br /&gt;
&lt;br /&gt;
  af.type = SPELL_fly;&lt;br /&gt;
  af.duration = 2 + level / 3;&lt;br /&gt;
  af.location = APPLY_NONE;&lt;br /&gt;
  af.modifier = 0;&lt;br /&gt;
  af.bitvector = AFF_FLYING;&lt;br /&gt;
  affect_join(victim, &amp;amp;af);&lt;br /&gt;
  return;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What effects does changing a function call to a macro have on the performance of the code? What are the advantages to using a function call instead of a macro, and vice versa?&lt;br /&gt;
(Optional) Show us some code that you've written. Anything at all. It can be any size 10 lines, 100 lines, whatever. (Well, try to keep it on the smaller side of things, we don't have time to look at thousands of lines of code).&lt;br /&gt;
&lt;br /&gt;
Please feel free to ask us any questions on-line. Or, send e-mail to Rufus.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=394</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=394"/>
		<updated>2020-04-25T05:02:28Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: /* Department Specific Proposals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players wanting to become an Immortal on Legend will follow the process outlined here.&lt;br /&gt;
&lt;br /&gt;
If the department head is not available for any part of the process, the imps should be used instead.&lt;br /&gt;
&lt;br /&gt;
= Submission Times =&lt;br /&gt;
Applications can be submitted at anytime.&lt;br /&gt;
&lt;br /&gt;
= Before Applying =&lt;br /&gt;
Prospective applicants should discuss their application with the department head of the department they wish to apply to. The department head will help guide the applicant through the process and provide feedback along the way. This also allows the applicant to verify that their proposal is not a duplication of effort.&lt;br /&gt;
&lt;br /&gt;
* The character with which you apply must be at least level 45.&lt;br /&gt;
* Be aware that applicants are expected to be available for scheduling time online following their application submission, until the close of voting.&lt;br /&gt;
* '''There is no guarantee that the application will be successful'''.&lt;br /&gt;
* Applicants must agree to [[The Immortal Code of Conduct]], which all immortals must follow.&lt;br /&gt;
* From submission to the result of voting, applicants are expected to obey the spirit of [[The Immortal Code of Conduct]].&lt;br /&gt;
* Applicants are expected to review the in-game help for the department they are applying to.&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
All current immortals and those applying to become an immortal agree to the Legend copyrights, which applies to current code and areas, as well as anything newly created by any immortals or immortal applicant, as follows:&lt;br /&gt;
&lt;br /&gt;
This software, its documentation, and supplemental files are copyrighted by the Implementors of LegendMUD. Use is granted solely for members of the LegendMUD staff for the purpose of working on LegendMUD as defined by the Implementors of LegendMUD.&lt;br /&gt;
&lt;br /&gt;
The original author(s) grants the Implementors of LegendMUD a permanent, ownership of the works created to be installed into the public running version of LegendMUD as well as all subsequent versions submitted for installation.&lt;br /&gt;
&lt;br /&gt;
Under no circumstances will the original author(s) retain the right to dictate the continued use of or the way an installed area is used by LegendMUD.&lt;br /&gt;
&lt;br /&gt;
The original author(s) will be credited for their work on areas via the areas command.&lt;br /&gt;
&lt;br /&gt;
You may not otherwise modify, decompile, adapt, translate, rent, lease, loan, resell, redistribute in any manner, or create derivative works based upon the software or any part thereof without written consent of the Implementors of LegendMUD. This copyright and the permission notice must appear in full in any modifications.&lt;br /&gt;
&lt;br /&gt;
LegendMUD disclaims all warranties with regard to this software, including all implied warranties of merchantability and fitness, in no event shall the LegendMUD Organization be liable for any special, indirect or consequential damage or any damages whatsoever resulting from the loss of use, data or profits, whether in an action of contract, negligence or other tortious action, arising out of or in connection with the use or performance of this software.&lt;br /&gt;
&lt;br /&gt;
= Application Submission =&lt;br /&gt;
* Applicants will submit two applications, the [[General Application]] and a department specific proposal.&lt;br /&gt;
* Both applications should be submitted at the same time to the department head.&lt;br /&gt;
* The department head is expected to do a precursory review of the application and may request the applicant adjust the application before sending it to the imps.&lt;br /&gt;
&lt;br /&gt;
== Department Specific Proposals ==&lt;br /&gt;
* [[The Builder Proposal]]&lt;br /&gt;
* [[The Coding Proposal]]&lt;br /&gt;
** Arkenstone's [[Original Viking Scandinavia Proposal]], with commentary.&lt;br /&gt;
* [[The PR Proposal]]&lt;br /&gt;
&lt;br /&gt;
= Review and Commenting =&lt;br /&gt;
The steps outlined in this phase will all occur at the same time.&lt;br /&gt;
* The application will be shared by the imps to the Immortal staff's email list.&lt;br /&gt;
** The Immortal staff will review and discuss the application.&lt;br /&gt;
** Any questions the Immortal staff have for the applicant will be sent to the imps for collation.&lt;br /&gt;
* Applicant character names will be announced on the welcome board, and on Legend's social media.&lt;br /&gt;
** These posts will request players to make private thoughtful comments about the applicant directly to the imps via mudmail or email, and will have a deadline for submission.&lt;br /&gt;
*** Submitted comments will be considered Immortal only information and the submitter's name not shared with the applicant, unless the submitter allows.&lt;br /&gt;
*** Submitted comments will be shared on the Immortal staff's email list.&lt;br /&gt;
** It is optional for players to submit commentary about the applicants on public boards, or social media, generally this is not considered official feedback for review purposes.&lt;br /&gt;
&lt;br /&gt;
= Interview =&lt;br /&gt;
After the deadline for questions by the Immortal staff and comments by players has been reached, an imp will schedule and conduct an interview with the applicant. The questions asked during the interview will be those submitted by the Immortal staff during the review and commenting phase.&lt;br /&gt;
A log of the interview will be shared to the Immortal staff's email list.&lt;br /&gt;
&lt;br /&gt;
= Voting =&lt;br /&gt;
Once the log of the interview has been shared with the Immortal staff, voting will commence using a weighted voting system, wherein department and titles affect the weight of the vote. Eg The head of the building department will have more weight on a building application than an assistant PR Immortal.&lt;br /&gt;
&lt;br /&gt;
= Results =&lt;br /&gt;
Once voting has completed, applicants will be informed by an imp of their results individually - if the application was successful the imp will schedule a time with that applicant to Immortalize them.&lt;br /&gt;
&lt;br /&gt;
Any successful applicants will be announced via the welcome board and on Legend's social media.&lt;br /&gt;
&lt;br /&gt;
== Re-submission ==&lt;br /&gt;
Applicants that were not successful are welcome to submit a new application no sooner than 3 months after the rejection, unless otherwise directed by an imp.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Original_Viking_Scandinavia_Proposal&amp;diff=393</id>
		<title>Original Viking Scandinavia Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Original_Viking_Scandinavia_Proposal&amp;diff=393"/>
		<updated>2020-04-25T05:01:40Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: Mertjai moved page ArkenstoneApp to Original Viking Scandinavia Proposal without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is Arkenstone's proposal for Viking Scandinavia. WARNING- some quest spoilers. The proposal is followed by commentary about it, and some important notes. Do not simply copy the format of this proposal without reading the entire document or the current [[The Builder Proposal|Builder Proposal]] and [[the Immortal Proposal Process]].&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
= The proposal =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---------------------------&lt;br /&gt;
Viking Scandanavia Proposal&lt;br /&gt;
---------------------------&lt;br /&gt;
&lt;br /&gt;
---------------&lt;br /&gt;
PERIOD OVERVIEW&lt;br /&gt;
---------------&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Viking Age&amp;quot; is somewhat misunderstood.  The word 'viking' conjures in&lt;br /&gt;
most the image of barbarians with horned helmets fighting in Norway.&lt;br /&gt;
&lt;br /&gt;
The Viking age was, in fact, a period of Scandanavian history in which the&lt;br /&gt;
residents of Norway, Sweden, and Finland ventured across the seas and oceans&lt;br /&gt;
near their homeland in search of land, wealth, and prestige.  The Viking age&lt;br /&gt;
is generally considered to be the period from the late eighth century&lt;br /&gt;
through the close of the tenth.&lt;br /&gt;
&lt;br /&gt;
Archaological records indicate that there was a marked increase in population&lt;br /&gt;
in scandanavia during the eighth century.  It is believed that this provided&lt;br /&gt;
the impetus for the younger men to go exploring in search of more resources,&lt;br /&gt;
similar to the wave of displacement which spread across the rest of Europe&lt;br /&gt;
earlier that century.  The men so disposed generally stayed home throughout&lt;br /&gt;
the winter, helped seed their crops, then &amp;quot;went Viking&amp;quot; for the summer,&lt;br /&gt;
coming back to stay at the end of the growing season to help with the&lt;br /&gt;
harvests, 3-5 months later.&lt;br /&gt;
&lt;br /&gt;
The Vikings swept across europe and even down to africa, often wiping out the&lt;br /&gt;
towns and churches they attacked, taking what they could and&lt;br /&gt;
destroying the rest.  The Viking period saw the dominant religion in&lt;br /&gt;
Scandanavia move from the Pagan worship of idols and a whole pantheon of&lt;br /&gt;
gods (the Norse Mythos) to Christainity, a slow but steady change ultimately&lt;br /&gt;
enforced by the medieval Scandanavian Kings.&lt;br /&gt;
&lt;br /&gt;
The Vikings had a profound effect upon Europe as a whole.  Indeed, the Normans&lt;br /&gt;
who would later conquer England were Vikings and their descendants.  Dublin&lt;br /&gt;
was a Viking settlement.  Trade centers established, frequented, or conquered&lt;br /&gt;
by the Vikings ranged from Britain to Istanbul.  Vikings traveled as far as&lt;br /&gt;
Egypt's Alexandria harbor, and colonized Iceland and Greenland.  Vikings even&lt;br /&gt;
discovered North America, near or on Newfoundland.  Bjarni Herjulfsson was&lt;br /&gt;
blown past Greenland in 986, and sailed the coast of North America for five&lt;br /&gt;
days before returning to Greenland, though he did not land.&lt;br /&gt;
&lt;br /&gt;
The advent of permanent professional armies spelled the end of the Viking age,&lt;br /&gt;
but this is beyond the scope of this proposal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
PROPOSED TIME SETTING&lt;br /&gt;
---------------------&lt;br /&gt;
&lt;br /&gt;
I can limit the Viking area to a single year, if need be.  I would prefer,&lt;br /&gt;
however, to have the area range over the entire viking era: This would allow&lt;br /&gt;
players to see the first known Viking attack -- 793 at Lindsfarne off the&lt;br /&gt;
eeast coast of Britain -- as well as the extent of the Viking colonization to&lt;br /&gt;
Iceland, Greenland, and perhaps even Newfoundland.  The Time range, then,&lt;br /&gt;
would be 793AD - 999AD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------&lt;br /&gt;
PROPOSED LINK TO LEGEND&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
I would like to link the viking area to Sherwood, in the Medieval era.  The&lt;br /&gt;
two link-points would be:&lt;br /&gt;
&lt;br /&gt;
        North of 'Crossing the English Channel.'&lt;br /&gt;
and&lt;br /&gt;
        North of 'A Small Beach' in Sherwood.&lt;br /&gt;
&lt;br /&gt;
Links to Klein are also possible later, as are links to France: The vikings&lt;br /&gt;
had well-established trade routes which visited both Germany and France.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------&lt;br /&gt;
PROPOSED AREA&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
The proposed area would consist of:&lt;br /&gt;
&lt;br /&gt;
        - A family farm in Western Norway. Scandanavia had no towns per&lt;br /&gt;
          say in this era. Instead, people lived largely in nucleated&lt;br /&gt;
          villages and isolated farmsteads. Groups of farms often made&lt;br /&gt;
          up a small kingdom/jarldom. A rich farm (my proposal)  will give&lt;br /&gt;
          enough interesting mobs and EQ to make play fun, while&lt;br /&gt;
          still being true to the time.  I have a detailed description&lt;br /&gt;
          of such a farm, and will work from it.&lt;br /&gt;
&lt;br /&gt;
        - Norwegian Forests.  This area would contain mythical creatures,&lt;br /&gt;
          as well as the many real dangers present in Norway.&lt;br /&gt;
&lt;br /&gt;
        - A Maze in the Fjords of Norway.&lt;br /&gt;
&lt;br /&gt;
        - The Church and part of the village at Lindisfarne, off the east&lt;br /&gt;
          coast of Britain.  This would probably consist mainly of the&lt;br /&gt;
          church which was sacked.&lt;br /&gt;
&lt;br /&gt;
        - One settlement in each of Iceland and Greenland&lt;br /&gt;
          Iceland was fairly well colonized, Greenland much less so.&lt;br /&gt;
          The topological layout of villages/farms was similar to&lt;br /&gt;
          Norway, though the social stratifications were relaxed somewhat.&lt;br /&gt;
         These settlements would be token-sized for now.&lt;br /&gt;
&lt;br /&gt;
        - Possibly the settlement in Vinland or Markland (North America)&lt;br /&gt;
&lt;br /&gt;
        - Sea connections&lt;br /&gt;
&lt;br /&gt;
Future extensions include:&lt;br /&gt;
&lt;br /&gt;
        - One or more Viking trading centers.&lt;br /&gt;
&lt;br /&gt;
        - The town of Tunsburg, founded around 900 on the site of one of&lt;br /&gt;
          the greatest markets/fairs of Norway. This was the first&lt;br /&gt;
          Norwegian town, as far as I know.&lt;br /&gt;
&lt;br /&gt;
        - Asgard - If this is added, it will be VERY difficult to reach,&lt;br /&gt;
          probably requiring a quest AND to pass through the nastiest&lt;br /&gt;
          'fair' maze I can devise.&lt;br /&gt;
&lt;br /&gt;
        - Additional farmsteads and perhaps even the king's homestead.&lt;br /&gt;
&lt;br /&gt;
        - Roving Viking raid parties&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
SAMPLE MOBS&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Egil Skallagrimsson (Lvl 26) [Norway]: Egil was a skald - poet - who&lt;br /&gt;
wandered portions of Norway.  He will hopefully have some verse programmed in.&lt;br /&gt;
He once saved himself from the wrath of a king by writing a verse to&lt;br /&gt;
immortalize same.  Egil will teach bardic skills.  Strong at bardic skills,&lt;br /&gt;
not so great at fighting.  Will know play, eloquence, entrace, praise, and&lt;br /&gt;
satire.&lt;br /&gt;
&lt;br /&gt;
Polar Bear (Lvl 50) [Greenland/Iceland]: The polar bears were present in&lt;br /&gt;
Greenland, and, when ice flows broke loose, sometimes in Iceland.  Polar Bears&lt;br /&gt;
have no predators except for man.  The Polar bear may or may not be&lt;br /&gt;
accompanied by cubs, (Lvl 18) and (Lvl 33).  The Adult polar bear would&lt;br /&gt;
have a skull which could be taken and used as a helmet.  Note that the polar&lt;br /&gt;
bear will be in the northern reaches of either of these areas, and will not&lt;br /&gt;
easily be stumbled across.&lt;br /&gt;
&lt;br /&gt;
Priest (Lvl 12) [Lindisfarne]: 8-10 instances.&lt;br /&gt;
&lt;br /&gt;
Clerk (Lvl 9) [Lindisfarne]: 4-6 instances.&lt;br /&gt;
&lt;br /&gt;
Monk (Lvl 6) [Lindisfarne]: 3-5 instances.&lt;br /&gt;
&lt;br /&gt;
Berzerker [Ocean, Lindisfarne]: Berzerkers were a special class of warrior who&lt;br /&gt;
fought with reckless abandon.  Will know Rage, bash, and headbutt, and have&lt;br /&gt;
high strength and cons, but low int/spirit.  These mobs will be named&lt;br /&gt;
individually.  Repop time will be 1-2 MUD days.&lt;br /&gt;
&lt;br /&gt;
   Vit the Bloody (Lvl 33), Eric Bloodoath (Lvl 38),&lt;br /&gt;
   Mord the Stout (Lvl 29), Ulfstan the Fearless (Lvl 26),&lt;br /&gt;
   Thorfinn the Reckless (Lvl 35), Einar Stiffarm (Lvl 31).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Viking Mariner [Ocean, Lindisfarne]: The mariners mainly handle the ships.&lt;br /&gt;
They will also be present in the viking raiding parties to a smaller&lt;br /&gt;
extent than the warriors. Will know seamanship skills, as well as bash.&lt;br /&gt;
Named individually.&lt;br /&gt;
&lt;br /&gt;
   Vemund Keen-eye (Lvl 19), Haarken the Pungent (Lvl 23)&lt;br /&gt;
   Thorstel the Weighty (Lvl 16), Aud the Boastful (Lvl 24)&lt;br /&gt;
   Einar Stonefist (Lvl 21)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Viking Warrior [Ocean, Lindisfarne]: Raiders will make up several different&lt;br /&gt;
levels and capabilities of viking mobs.  Each will have a pre-programmed set&lt;br /&gt;
of places they visit in Lindisfarne, with orders to attack certain mobs on&lt;br /&gt;
sight.  They will know bash, kick, and possibly the special fighting skills&lt;br /&gt;
(swordsmanship).  These mobs will be named individually.&lt;br /&gt;
&lt;br /&gt;
   Mord the Stout (Lvl 31),         Asbeorn Darkbrow (Lvl 28)&lt;br /&gt;
   Ulfstan Skullcleaver (Lvl 34).   Thorstein Blacktooth (Lvl 23)&lt;br /&gt;
   Soti Childfriend (Lvl 26).       Eric Fangtooth (Lvl 27)&lt;br /&gt;
   Thorkel the Vengeful(Lvl 32     Beorn the Bitter (Lvl 31)&lt;br /&gt;
&lt;br /&gt;
Farmer (Lvl 8) [Iceland/Greenland]: This will be named mob who will buy&lt;br /&gt;
certain goods brought over from Norway: processed goods were scarce in the&lt;br /&gt;
colonies, and happily bought by far mers.  In return, he will sell furs and&lt;br /&gt;
grain.  These mobs will not be named for now.  6-12 instances.&lt;br /&gt;
&lt;br /&gt;
Asgerda Skeyvolva (Lvl 16) [Forest] (witch/occultist) Found in a house in&lt;br /&gt;
the woods, she will know spells, and perhaps even teach chant.&lt;br /&gt;
&lt;br /&gt;
Unna Jorglaeknir (Lvl 23) [Farmstead/Forest] (healer) She will know basic&lt;br /&gt;
medical skills, and perhaps clerical spells as well.  Probably found as a&lt;br /&gt;
guest on the farm.&lt;br /&gt;
&lt;br /&gt;
Olaf the Beardless (Lvl 18) Housemaster [Norway Farmstead]: The master of&lt;br /&gt;
the house, an older man.  He's past his prime, but highly respected in his&lt;br /&gt;
family. He gets his name from his tragic inability to grow a beard.&lt;br /&gt;
&lt;br /&gt;
Brunhild (Lvl 16) Housemistress [Norway Farmstead]: The master's wife.&lt;br /&gt;
she's old as well, Wears the tokens of her position.  Keys she wears will let&lt;br /&gt;
people into chests secreted in storage rooms.&lt;br /&gt;
&lt;br /&gt;
Adult sons [Norway Farmstead] Will know a variety of useful skills, as well&lt;br /&gt;
as some fighting skills.&lt;br /&gt;
&lt;br /&gt;
   Vebeorn the Haughty(Lvl 24)&lt;br /&gt;
   Vemund Olaf's son (Lvl 22)&lt;br /&gt;
   Vethor Olaf's son (Lvl 24)&lt;br /&gt;
  Thore Splithaft (Lvl 23)&lt;br /&gt;
   Tonnel the Smiter (Lvl 36)&lt;br /&gt;
&lt;br /&gt;
Adult Daughters [Norway Farmstead] These daughters are not yet married,&lt;br /&gt;
because they are too young or, in Ragnhild's case, because they have&lt;br /&gt;
other things on their mind.&lt;br /&gt;
&lt;br /&gt;
   Alfdis (Lvl 16)&lt;br /&gt;
   Aldis (Lvl 13)&lt;br /&gt;
   Ragnhild (Lvl 29)&lt;br /&gt;
&lt;br /&gt;
Other relatives [Norway Farmstead]&lt;br /&gt;
&lt;br /&gt;
   Bjarni Greatarm - blacksmith (Lvl 28). Will teach mend, forge,&lt;br /&gt;
   and any other appropriate skills.&lt;br /&gt;
&lt;br /&gt;
   Ulmar, Thore's son (Lvl 4)&lt;br /&gt;
   Astrid (Lvl 5)&lt;br /&gt;
   Ingmar (Lvl 8)&lt;br /&gt;
&lt;br /&gt;
   Gunther the Fiery (Lvl 29)&lt;br /&gt;
&lt;br /&gt;
Thrall (Lvl 9) [Norway Farmstead]: Slaves used for various chores around&lt;br /&gt;
the farmstead. Face bare and hair short-cropped. 8 instances.&lt;br /&gt;
&lt;br /&gt;
King Canute (Lvl 45)&lt;br /&gt;
&lt;br /&gt;
Wolves (Lvl 11) [Norway Forest]: vicious nasty wild wolves, ~8 instances.&lt;br /&gt;
&lt;br /&gt;
Reindeer (Lvl 6) [Norway Forest, Farmstead]: These were raised as domestic&lt;br /&gt;
animals, and also found in the wild. 8-16 instances&lt;br /&gt;
&lt;br /&gt;
Wild Hog (Lvl 7) [Norway Forest] Carveable. 2-4 instances.&lt;br /&gt;
&lt;br /&gt;
Hare (Lvl 2) [Norway Forest] Carveable. 6-10 instances.&lt;br /&gt;
&lt;br /&gt;
Brown Bear (Lvl 36) [Norway Forest]. 2 Instances.&lt;br /&gt;
&lt;br /&gt;
Sheep (Lvl 4) [Norway Farm] Carveable. 4-6 instances.&lt;br /&gt;
&lt;br /&gt;
Horses (Lvl 9) [Norway Farm] Carveable. 6-8 instances&lt;br /&gt;
&lt;br /&gt;
Geese (Lvl 2) [Norway Farm] Carveable. 4-8 instances&lt;br /&gt;
&lt;br /&gt;
Watchdog (Lvl 6) [Norway Farm] 4 instances.&lt;br /&gt;
&lt;br /&gt;
Traveller (Lvl 16) [Norway Farm, Norwegian woods] This will be a generic&lt;br /&gt;
traveller who wanders around.  If one of them stumbles across the farm, they&lt;br /&gt;
will stay for a while, if possible.  4 instances&lt;br /&gt;
&lt;br /&gt;
Skraeling [Iceland/Greenland] These are the indiginous populants of the&lt;br /&gt;
islands (eskimos). Various types of Skraeling, Lvl 10-25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
ROOMACTS/DETAILS&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
Vikings liked to take people hostage for ransom.  If someone with a certain&lt;br /&gt;
prestige or higher is wandering around the site of a viking raid, they will be&lt;br /&gt;
taken for Ransom, and the ransom announced with yell or chat.  If the ransom&lt;br /&gt;
is not paid within a certain time, then a generic mother/father will come and&lt;br /&gt;
bail them out.&lt;br /&gt;
&lt;br /&gt;
The smith in the farmstead is highly respected: While assists will be&lt;br /&gt;
the norm for family attacked around other family, if the smith is attacked he&lt;br /&gt;
will yell for (and probably receive) help.&lt;br /&gt;
&lt;br /&gt;
The young boys will try to run for help if they see anyone attacked who they&lt;br /&gt;
know.&lt;br /&gt;
&lt;br /&gt;
Some family members will accept wergeld - payment for death of a family&lt;br /&gt;
member - if they see you killing someone important. Otherwise, they may&lt;br /&gt;
hunt down the killer and try to ambush them later. If the person happens&lt;br /&gt;
to kill the farmstead master, they're in REAL trouble.&lt;br /&gt;
&lt;br /&gt;
There will be a viking merchant vessel that will ferry people from place to&lt;br /&gt;
place.  If a person is wearing a cross or cassock or any other such item, they&lt;br /&gt;
will be thrown overboard at the first sign of adverse weather.  The vikings&lt;br /&gt;
considered christians to be bad sea-luck, and actually did this.&lt;br /&gt;
&lt;br /&gt;
The Raiding vikings are enemies of (for the most part) the professional&lt;br /&gt;
armies of europe, as represented by the Ritter's.  Anyone who has done&lt;br /&gt;
the Ritter quest will not be treated well in Norway.&lt;br /&gt;
&lt;br /&gt;
At one point, King Canute made any man who had financed and&lt;br /&gt;
gone on three foreign trading voyages a nobleman. Players will be able&lt;br /&gt;
to do this. The description is under the QUEST section.&lt;br /&gt;
&lt;br /&gt;
The Sunstone is an artifact used for navigation by the Vikings, and is&lt;br /&gt;
credited as helping them navigate large open stretches of water.&lt;br /&gt;
Only people with sunstones may go between Norway and Iceland/Greenland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
SAMPLE ROOM DESCRIPTIONS&lt;br /&gt;
------------------------&lt;br /&gt;
&lt;br /&gt;
North of the English Channel&lt;br /&gt;
The water beneath your boat's prow is cool and grey, and you can taste the&lt;br /&gt;
salt spray coming from the whitecaps. To the south is the english channel,&lt;br /&gt;
frequented by travellers between England and Continental Europe. To the north&lt;br /&gt;
are scattered isles, and beyond them, open sea.&lt;br /&gt;
&lt;br /&gt;
Approaching a Farmstead&lt;br /&gt;
The private road you are on winds up a grassy hill.  The path is paved with&lt;br /&gt;
coarse gravel, and short stone walls flank you as the gravel crunches&lt;br /&gt;
underfoot. To the north, at the crest of the hill, you see a cluster of&lt;br /&gt;
wooden buildings. These plain, gabled structures appear to be linked together&lt;br /&gt;
via smaller, similarly rooved passageways.&lt;br /&gt;
&lt;br /&gt;
Lost in the Fjords of Norway&lt;br /&gt;
The water is calm here. Towering cliffs on either side of the fjord protect&lt;br /&gt;
you from the winds that whip the clouds into white streaks high in the sky.&lt;br /&gt;
The Fjord seems to have no end to it. A notch in the cliffs to one side looks&lt;br /&gt;
familiar, and you begin to wonder if perhaps you've already been here.&lt;br /&gt;
&lt;br /&gt;
The Mat-bur&lt;br /&gt;
This smallish room serves as the pantry for the kitchen. A portion of&lt;br /&gt;
wooden flooring has been raised along the north wall to keep food safe&lt;br /&gt;
from vermin. Bread, butter, cheese and Milk are among the sundries&lt;br /&gt;
resting upon this 'shelf.'&lt;br /&gt;
&lt;br /&gt;
The Stufa&lt;br /&gt;
Easily the largest room on the farm, this appears to be a banquet hall.&lt;br /&gt;
The clay floor is covered with straw, save near the long hearth which&lt;br /&gt;
runs down the center of the room, forming a trench of fire. Two rows of&lt;br /&gt;
pillars run the length of the room, marking the space between the hearth&lt;br /&gt;
and the tables to either side of it. Benches providing seating&lt;br /&gt;
for everyone save the Master of the house, whos High Chair sits furthest&lt;br /&gt;
from the entrance.&lt;br /&gt;
&lt;br /&gt;
Skali Entrance&lt;br /&gt;
The Skali - or family sleeping apartment - is a large-ish room&lt;br /&gt;
divided into private sleepers by partitions. A small passageway runs&lt;br /&gt;
through the center of the room, flanked by locking swing-doors barring&lt;br /&gt;
entrance to the various sleepers.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
HIGH-LEVEL MAP&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greenland-----Iceland----------The Fjords      Forest------+&lt;br /&gt;
                               | (Maze)        |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               +---------------Farmstead---Forest&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
               Lindsfarne------+               Forest------+&lt;br /&gt;
               |&lt;br /&gt;
               |&lt;br /&gt;
               |&lt;br /&gt;
               |&lt;br /&gt;
               A Small---------+&lt;br /&gt;
               Beach           |&lt;br /&gt;
                               |&lt;br /&gt;
                               |&lt;br /&gt;
                               |&lt;br /&gt;
                               The English&lt;br /&gt;
                               Channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------&lt;br /&gt;
SAMPLE ITEMS&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
DESC STATS DAM WEIGHT SLOT&lt;br /&gt;
&lt;br /&gt;
A Bone comb: This comb is constructed of a flat wooden backign with fine tines&lt;br /&gt;
of bone pressed into it. +5 prestige. 1kg. hold&lt;br /&gt;
&lt;br /&gt;
Luckstone: This speckled stone has been worn smooth by the worrying of hands&lt;br /&gt;
over the years. +3 hit, -5 perception. 1kg. hold.&lt;br /&gt;
&lt;br /&gt;
Solarstein (Sunstone) - required to go between Norway/iceland/greenland.&lt;br /&gt;
A Thinly shaved piece of cordierite, This is a polarized filter which&lt;br /&gt;
appears grey until oriented the correct direction, at which time brilliant&lt;br /&gt;
blue light filters through. 1kg. hold.&lt;br /&gt;
&lt;br /&gt;
A Throwing Spear - The light wooden haft has a short iron spearpoint attached&lt;br /&gt;
to it with a single nail.  Thrown weapon. 1d6 dam. 2kg. wield.&lt;br /&gt;
&lt;br /&gt;
A Hand Axe - The haft of this axe is perhaps two feet long, and is capped by a&lt;br /&gt;
medium-sized axe head, with a flat back. 1d8 dam. 4kg. wield.&lt;br /&gt;
&lt;br /&gt;
A Broad Axe - This heavy weapon has a long haft and a broad, crescent-shaped&lt;br /&gt;
head that looks like it will split whatever it strikes. -1 hit +3 AC&lt;br /&gt;
1d15 dam. 12kg. wield (2-handed).&lt;br /&gt;
&lt;br /&gt;
A Fighting Spear - The stout oaken shaft of this weapon is capped with a&lt;br /&gt;
long, double-edged spearhead. 1d11 dam. 6kg. wield (2-handed).&lt;br /&gt;
&lt;br /&gt;
Metal Helmet - This sturdy helmet covers the top and back of the head,&lt;br /&gt;
but leaves the neck and face exposed. -5 ac, 3kg. head.&lt;br /&gt;
&lt;br /&gt;
Norse Mail Shirt - A large, heavy mail shirt which has wide sleeves to&lt;br /&gt;
the elbows, and comes down to your knees. The links are arranged four-deep.&lt;br /&gt;
-12AC, -1 dex, 18kg. body.&lt;br /&gt;
&lt;br /&gt;
Round Wooden Shield: This shield is made from hardwood fashioned in a 2'&lt;br /&gt;
diameter circle, then brimmed with a metal rim, and fitted with a metal boss&lt;br /&gt;
to protect the bearer's hand. -5ac. 5kg. shield.&lt;br /&gt;
&lt;br /&gt;
Long Shield: This large, oval-shaped shield is made from wood covered with&lt;br /&gt;
ox-skin, and is large enough to hide your entire body if you crouch behind it.&lt;br /&gt;
-12 ac, -1 dex, 10kg. shield.&lt;br /&gt;
&lt;br /&gt;
Mail Leggings: These leggings are made from loose steel rings, and look&lt;br /&gt;
like they would protect your legs from most blows. -5ac, 4kg. legs.&lt;br /&gt;
&lt;br /&gt;
Mail Gauntlets: These gloves are made of fine chain-mail, and go to mid-wrist.&lt;br /&gt;
-4AC, -1 dex, 3kg. hands.&lt;br /&gt;
&lt;br /&gt;
Fighting Club: This club is constructed of a stout piece of wood, tapered to&lt;br /&gt;
the handle. The head has been hardened by fire and dipped in metal of some&lt;br /&gt;
sort.  1d10 dam, 6kg, +2 AC. wield.&lt;br /&gt;
&lt;br /&gt;
Greysteel: This is a longsword made by a master smith, which was believed&lt;br /&gt;
to be so powerful it could bite anything. 1d16 dam, +1 hit. wield.&lt;br /&gt;
&lt;br /&gt;
Skin of Mead: This sweet alchohol is the preferred drink of the Norse, but few&lt;br /&gt;
can afford it as often as they would like. [intoxicant]. 2kg. held.&lt;br /&gt;
&lt;br /&gt;
Mug of Ale: A bitter concoction, the ale warms your throat as you drink it.&lt;br /&gt;
[50% Intoxicant]. 2kg. held.&lt;br /&gt;
&lt;br /&gt;
Knarr: This ship is nearly a hundred fee long, with decks fore and aft, and&lt;br /&gt;
a large, uncovered cargo area in the center. A great sail hangs from the&lt;br /&gt;
single mast, with alternating bright colored stripes lending a garish air.&lt;br /&gt;
[holds lots of cargo]&lt;br /&gt;
&lt;br /&gt;
Dragon Ship: This ship is almost seventy feet long, with thirty pair oars.&lt;br /&gt;
The bow and stern raise high above the water, while amidships has scarcely&lt;br /&gt;
a foot of draft remaining. The ship is impossibly slender, perhaps fifteen&lt;br /&gt;
feet wide. [holds up to 60]&lt;br /&gt;
&lt;br /&gt;
Trade Furs: A bundle of furs has been dropped here. 10kg. held.&lt;br /&gt;
&lt;br /&gt;
Sack of Farming Tools: A large sack is here, filled with different tools&lt;br /&gt;
to help farmers cultivate the land and raise livestock. 15kg. held.&lt;br /&gt;
&lt;br /&gt;
Honey: A large pottery container is here, filled with honey. 2kg. held.&lt;br /&gt;
&lt;br /&gt;
Keys: A large cluster of keys has been left here. These are used to&lt;br /&gt;
signify the mistress of the house. [and to open the chests]. 1kg. held.&lt;br /&gt;
&lt;br /&gt;
Oak Chest: A stout oaken chest is here, banded with iron and adorned&lt;br /&gt;
with bronze nails and careful carvings. A board on either end holds&lt;br /&gt;
the body of the chest off the ground. [locks]. 25kg. held.&lt;br /&gt;
&lt;br /&gt;
Soapstone Pot: A soft stone pot is here. It looks like it will retain&lt;br /&gt;
heat well. [for cooking]. 2kg held.&lt;br /&gt;
&lt;br /&gt;
Tableknife:  A short, sharp knife is here. It looks like it is used for&lt;br /&gt;
eating. May be modified to add +food value when able. 1d2 dam. 1kg. wielded.&lt;br /&gt;
&lt;br /&gt;
Skees (sic): +movement in Mountains, if possible. 5kg. feet.&lt;br /&gt;
&lt;br /&gt;
A Wadmal tunic: This plain white tunic looks like it belongs to the&lt;br /&gt;
lower classes. -4 AC. 4kg. body.&lt;br /&gt;
&lt;br /&gt;
A Linen tunic: Bright colors make this finely wrought tunic stand out.&lt;br /&gt;
-5 AC. 4kg. body.&lt;br /&gt;
&lt;br /&gt;
Rough Trousers: These dark green pants look loose but comfortable, and end&lt;br /&gt;
just below the knees. -4AC. 2kg. legs.&lt;br /&gt;
&lt;br /&gt;
Goat's Milk: This milk is not as sweet as cow's milk, but refreshing&lt;br /&gt;
nevertheless. 1kg.&lt;br /&gt;
&lt;br /&gt;
Polar Bear Skull: This appears to be the bleached skull of a polar bear.&lt;br /&gt;
-10 AC, +5 STR, +3 CONS, -5 INT. 4kg. head.&lt;br /&gt;
&lt;br /&gt;
Drinking Horn: This ornately carved Ox horn has been hollowed out and&lt;br /&gt;
polished. The rim of the horn is guilded with silver, and small gold feet&lt;br /&gt;
have been added to enable it to stand on its own. 1kg. held.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
QUEST&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
To become a Norse Noble:&lt;br /&gt;
&lt;br /&gt;
1) Obtain Solarstein, either by finding it in a mine/rocky area, or&lt;br /&gt;
   by slaying a Viking Mariner who already has one.&lt;br /&gt;
2) Buy a Knarr, and make three trading trips to Iceland or Greenland.&lt;br /&gt;
   A trading trip involves bringing furs back from Iceland or Greenland -&lt;br /&gt;
   you can only get Furs in exchange for Hand-axes, or some other metal/&lt;br /&gt;
   manufactured item.&lt;br /&gt;
3) Find the King, and he will make you a noble.&lt;br /&gt;
&lt;br /&gt;
Questor will obtain a bounty, prestige, and will receive treatment&lt;br /&gt;
from Norse similar to klein treatment of Ritter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------&lt;br /&gt;
Viking Scandanavia Commentary&lt;br /&gt;
-----------------------------&lt;br /&gt;
First, note that his proposal is plain text, 78 cols or less. This makes it&lt;br /&gt;
easy to read your proposal on the mud's machine without looking through&lt;br /&gt;
linebreaks and MSWord gobbeldygook. &lt;br /&gt;
 &lt;br /&gt;
Period Overview&lt;br /&gt;
  - the overview isn't a flat description or a stereotype, but describes the&lt;br /&gt;
    approach to the theme. &amp;quot;Pagan, farmer-trader-fighter Norse&amp;quot; as opposed&lt;br /&gt;
    to just saying &amp;quot;Vikings&amp;quot;, which could mean anything.&lt;br /&gt;
  - it's easy to imagine how this overview could be translated into a mud&lt;br /&gt;
    area, as opposed to history-paper style overviews, which are hard to&lt;br /&gt;
    imagine.&lt;br /&gt;
&lt;br /&gt;
Proposed Time Setting&lt;br /&gt;
  - Ark anticipated a problem with fudging the timeline a bit, so he added&lt;br /&gt;
    this section to explain. This section isn't required; in this instance&lt;br /&gt;
    it let us know that he really knew his material, and would try to conform&lt;br /&gt;
    to building standards if there was a problem with the broad time range.&lt;br /&gt;
    &lt;br /&gt;
Proposed Link to Legend&lt;br /&gt;
  - This would have been easier to read if it was next to the map.&lt;br /&gt;
  &lt;br /&gt;
Proposed Area&lt;br /&gt;
  - Listing expansion ideas is good. Having an area impossible to build in&lt;br /&gt;
    100 vnums is bad.&lt;br /&gt;
    &lt;br /&gt;
Sample Mobs&lt;br /&gt;
  - Individually named mobs go a long way towards providing the atmosphere&lt;br /&gt;
    of the area, so a lot of attention is given to those. What's MISSING are&lt;br /&gt;
    5 actual descriptions of these people.&lt;br /&gt;
&lt;br /&gt;
Roomacts/Details&lt;br /&gt;
  - A description of nifty features of the area, both in the FEATURES and&lt;br /&gt;
    QUEST section. Native dislike of ritters, who assists whom, a quest that&lt;br /&gt;
    is a trading venture, etc. show us both the technical things you want to&lt;br /&gt;
    try as an area creator, and your creativity in making the area interesting&lt;br /&gt;
    to visit.&lt;br /&gt;
&lt;br /&gt;
Sample Room Descriptions&lt;br /&gt;
  - Competent grammar, not too textbook-y or too generic, reasonable length.&lt;br /&gt;
    Once you get past the basic washout for &amp;quot;can you write&amp;quot;, how this is&lt;br /&gt;
    judged is largely subjective.&lt;br /&gt;
    &lt;br /&gt;
High-Level Map&lt;br /&gt;
  - A map description that clearly tells us where the area can attach, and&lt;br /&gt;
    roughly how the 100 rooms will be used (in this case, some ocean, Olaf's&lt;br /&gt;
    farmstead in Norway, Lindisfarne off England, and other things that didnt&lt;br /&gt;
    get into the game before Ark had to leave). If he'd marked approximate&lt;br /&gt;
    number of vnums for each section, he (and the imms) would have realized&lt;br /&gt;
    the problem and planned what to include better. The area loses some of&lt;br /&gt;
    its interest and quest options by not having Greenland or Iceland.&lt;br /&gt;
&lt;br /&gt;
Sample Items&lt;br /&gt;
  - Too many generic items. Things like mead and the farming tools are good,&lt;br /&gt;
    but rough trousers and linen tunics are already in the game, we didn't&lt;br /&gt;
    need to hear about them again. Approx stats on stat items, but kg isn't&lt;br /&gt;
    important except on weapons. It's missing the 5 full descriptions of items.&lt;br /&gt;
    Historical note, at the time the polar bear skull (+5 STR, +3 CONS, -5 INT)&lt;br /&gt;
    was considered too powerful, and the description as &amp;quot;bleached&amp;quot; was&lt;br /&gt;
    deemed unrealistic (this was before the &amp;quot;take an item to a mob for it to&lt;br /&gt;
    be transformed into a different item&amp;quot; type quests became possible).&lt;br /&gt;
    &lt;br /&gt;
Quest&lt;br /&gt;
  - A list of quest steps as brief as an Andara's summary is fine, but it&lt;br /&gt;
    should also include info on how players would know the quest is there in&lt;br /&gt;
    the first place. Giving the mobs' speeches is too much info tho. For this&lt;br /&gt;
    area, if Beowulf was already installed then we would have been looking&lt;br /&gt;
    for a trans quest idea.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commentary =&lt;br /&gt;
Arkenstone's proposal suits the style of area he was proposing very well, which is why we're giving it to you as an example. This proposal may seem short to you, and by today's judging it would fall short in a few areas (full descriptions on mobs and items, more detail about the quest and preferably a trans quest or other quest ideas). You will notice, however, that the actual area differs in some small ways and some big ways from what you read above - mainly in map and quests. But, this proposal was enough to convince us that Arkenstone knew the subject matter, had good ideas for translating it into the mud (remember, uniquely named mobs were a new thing back then for anything other than the top 5 or 6 &amp;quot;main&amp;quot; mobs in an area), could write well enough to meet our standards, and was willing to be flexible about things (the time period, unusual item effects) that he wasn't sure were allowed.&lt;br /&gt;
&lt;br /&gt;
Try to apply the lessons above to make your proposal suit your area. If you are portraying a civilization with several different settlements rather than one main area like the Dun, Agrabah, Olaf's farm, etc., then the map will be an important part of your proposal. Where would everything fit into a bunch of small villages, and why would it not be repetitive and boring? If your area would have lots of waterways and forest like F&amp;amp;I, how will you populate it? What landmarks will help people learn the area and not get lost? If you are proposing an area that has a huge quest as the major story line, what will the quest be like, and what will be there to attract people even if they can't or don't want to do the quest?&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Original_Viking_Scandinavia_Proposal&amp;diff=392</id>
		<title>Original Viking Scandinavia Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Original_Viking_Scandinavia_Proposal&amp;diff=392"/>
		<updated>2020-04-25T04:59:20Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is Arkenstone's proposal for Viking Scandinavia. WARNING- some quest spoilers. The proposal is followed by commentary about it, and some important notes. Do not simply copy the format of this proposal without reading the entire document or the current [[The Builder Proposal|Builder Proposal]] and [[the Immortal Proposal Process]].&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
&lt;br /&gt;
= The proposal =&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---------------------------&lt;br /&gt;
Viking Scandanavia Proposal&lt;br /&gt;
---------------------------&lt;br /&gt;
&lt;br /&gt;
---------------&lt;br /&gt;
PERIOD OVERVIEW&lt;br /&gt;
---------------&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Viking Age&amp;quot; is somewhat misunderstood.  The word 'viking' conjures in&lt;br /&gt;
most the image of barbarians with horned helmets fighting in Norway.&lt;br /&gt;
&lt;br /&gt;
The Viking age was, in fact, a period of Scandanavian history in which the&lt;br /&gt;
residents of Norway, Sweden, and Finland ventured across the seas and oceans&lt;br /&gt;
near their homeland in search of land, wealth, and prestige.  The Viking age&lt;br /&gt;
is generally considered to be the period from the late eighth century&lt;br /&gt;
through the close of the tenth.&lt;br /&gt;
&lt;br /&gt;
Archaological records indicate that there was a marked increase in population&lt;br /&gt;
in scandanavia during the eighth century.  It is believed that this provided&lt;br /&gt;
the impetus for the younger men to go exploring in search of more resources,&lt;br /&gt;
similar to the wave of displacement which spread across the rest of Europe&lt;br /&gt;
earlier that century.  The men so disposed generally stayed home throughout&lt;br /&gt;
the winter, helped seed their crops, then &amp;quot;went Viking&amp;quot; for the summer,&lt;br /&gt;
coming back to stay at the end of the growing season to help with the&lt;br /&gt;
harvests, 3-5 months later.&lt;br /&gt;
&lt;br /&gt;
The Vikings swept across europe and even down to africa, often wiping out the&lt;br /&gt;
towns and churches they attacked, taking what they could and&lt;br /&gt;
destroying the rest.  The Viking period saw the dominant religion in&lt;br /&gt;
Scandanavia move from the Pagan worship of idols and a whole pantheon of&lt;br /&gt;
gods (the Norse Mythos) to Christainity, a slow but steady change ultimately&lt;br /&gt;
enforced by the medieval Scandanavian Kings.&lt;br /&gt;
&lt;br /&gt;
The Vikings had a profound effect upon Europe as a whole.  Indeed, the Normans&lt;br /&gt;
who would later conquer England were Vikings and their descendants.  Dublin&lt;br /&gt;
was a Viking settlement.  Trade centers established, frequented, or conquered&lt;br /&gt;
by the Vikings ranged from Britain to Istanbul.  Vikings traveled as far as&lt;br /&gt;
Egypt's Alexandria harbor, and colonized Iceland and Greenland.  Vikings even&lt;br /&gt;
discovered North America, near or on Newfoundland.  Bjarni Herjulfsson was&lt;br /&gt;
blown past Greenland in 986, and sailed the coast of North America for five&lt;br /&gt;
days before returning to Greenland, though he did not land.&lt;br /&gt;
&lt;br /&gt;
The advent of permanent professional armies spelled the end of the Viking age,&lt;br /&gt;
but this is beyond the scope of this proposal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---------------------&lt;br /&gt;
PROPOSED TIME SETTING&lt;br /&gt;
---------------------&lt;br /&gt;
&lt;br /&gt;
I can limit the Viking area to a single year, if need be.  I would prefer,&lt;br /&gt;
however, to have the area range over the entire viking era: This would allow&lt;br /&gt;
players to see the first known Viking attack -- 793 at Lindsfarne off the&lt;br /&gt;
eeast coast of Britain -- as well as the extent of the Viking colonization to&lt;br /&gt;
Iceland, Greenland, and perhaps even Newfoundland.  The Time range, then,&lt;br /&gt;
would be 793AD - 999AD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------&lt;br /&gt;
PROPOSED LINK TO LEGEND&lt;br /&gt;
-----------------------&lt;br /&gt;
&lt;br /&gt;
I would like to link the viking area to Sherwood, in the Medieval era.  The&lt;br /&gt;
two link-points would be:&lt;br /&gt;
&lt;br /&gt;
        North of 'Crossing the English Channel.'&lt;br /&gt;
and&lt;br /&gt;
        North of 'A Small Beach' in Sherwood.&lt;br /&gt;
&lt;br /&gt;
Links to Klein are also possible later, as are links to France: The vikings&lt;br /&gt;
had well-established trade routes which visited both Germany and France.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-------------&lt;br /&gt;
PROPOSED AREA&lt;br /&gt;
-------------&lt;br /&gt;
&lt;br /&gt;
The proposed area would consist of:&lt;br /&gt;
&lt;br /&gt;
        - A family farm in Western Norway. Scandanavia had no towns per&lt;br /&gt;
          say in this era. Instead, people lived largely in nucleated&lt;br /&gt;
          villages and isolated farmsteads. Groups of farms often made&lt;br /&gt;
          up a small kingdom/jarldom. A rich farm (my proposal)  will give&lt;br /&gt;
          enough interesting mobs and EQ to make play fun, while&lt;br /&gt;
          still being true to the time.  I have a detailed description&lt;br /&gt;
          of such a farm, and will work from it.&lt;br /&gt;
&lt;br /&gt;
        - Norwegian Forests.  This area would contain mythical creatures,&lt;br /&gt;
          as well as the many real dangers present in Norway.&lt;br /&gt;
&lt;br /&gt;
        - A Maze in the Fjords of Norway.&lt;br /&gt;
&lt;br /&gt;
        - The Church and part of the village at Lindisfarne, off the east&lt;br /&gt;
          coast of Britain.  This would probably consist mainly of the&lt;br /&gt;
          church which was sacked.&lt;br /&gt;
&lt;br /&gt;
        - One settlement in each of Iceland and Greenland&lt;br /&gt;
          Iceland was fairly well colonized, Greenland much less so.&lt;br /&gt;
          The topological layout of villages/farms was similar to&lt;br /&gt;
          Norway, though the social stratifications were relaxed somewhat.&lt;br /&gt;
         These settlements would be token-sized for now.&lt;br /&gt;
&lt;br /&gt;
        - Possibly the settlement in Vinland or Markland (North America)&lt;br /&gt;
&lt;br /&gt;
        - Sea connections&lt;br /&gt;
&lt;br /&gt;
Future extensions include:&lt;br /&gt;
&lt;br /&gt;
        - One or more Viking trading centers.&lt;br /&gt;
&lt;br /&gt;
        - The town of Tunsburg, founded around 900 on the site of one of&lt;br /&gt;
          the greatest markets/fairs of Norway. This was the first&lt;br /&gt;
          Norwegian town, as far as I know.&lt;br /&gt;
&lt;br /&gt;
        - Asgard - If this is added, it will be VERY difficult to reach,&lt;br /&gt;
          probably requiring a quest AND to pass through the nastiest&lt;br /&gt;
          'fair' maze I can devise.&lt;br /&gt;
&lt;br /&gt;
        - Additional farmsteads and perhaps even the king's homestead.&lt;br /&gt;
&lt;br /&gt;
        - Roving Viking raid parties&lt;br /&gt;
&lt;br /&gt;
-----------&lt;br /&gt;
SAMPLE MOBS&lt;br /&gt;
-----------&lt;br /&gt;
&lt;br /&gt;
Egil Skallagrimsson (Lvl 26) [Norway]: Egil was a skald - poet - who&lt;br /&gt;
wandered portions of Norway.  He will hopefully have some verse programmed in.&lt;br /&gt;
He once saved himself from the wrath of a king by writing a verse to&lt;br /&gt;
immortalize same.  Egil will teach bardic skills.  Strong at bardic skills,&lt;br /&gt;
not so great at fighting.  Will know play, eloquence, entrace, praise, and&lt;br /&gt;
satire.&lt;br /&gt;
&lt;br /&gt;
Polar Bear (Lvl 50) [Greenland/Iceland]: The polar bears were present in&lt;br /&gt;
Greenland, and, when ice flows broke loose, sometimes in Iceland.  Polar Bears&lt;br /&gt;
have no predators except for man.  The Polar bear may or may not be&lt;br /&gt;
accompanied by cubs, (Lvl 18) and (Lvl 33).  The Adult polar bear would&lt;br /&gt;
have a skull which could be taken and used as a helmet.  Note that the polar&lt;br /&gt;
bear will be in the northern reaches of either of these areas, and will not&lt;br /&gt;
easily be stumbled across.&lt;br /&gt;
&lt;br /&gt;
Priest (Lvl 12) [Lindisfarne]: 8-10 instances.&lt;br /&gt;
&lt;br /&gt;
Clerk (Lvl 9) [Lindisfarne]: 4-6 instances.&lt;br /&gt;
&lt;br /&gt;
Monk (Lvl 6) [Lindisfarne]: 3-5 instances.&lt;br /&gt;
&lt;br /&gt;
Berzerker [Ocean, Lindisfarne]: Berzerkers were a special class of warrior who&lt;br /&gt;
fought with reckless abandon.  Will know Rage, bash, and headbutt, and have&lt;br /&gt;
high strength and cons, but low int/spirit.  These mobs will be named&lt;br /&gt;
individually.  Repop time will be 1-2 MUD days.&lt;br /&gt;
&lt;br /&gt;
   Vit the Bloody (Lvl 33), Eric Bloodoath (Lvl 38),&lt;br /&gt;
   Mord the Stout (Lvl 29), Ulfstan the Fearless (Lvl 26),&lt;br /&gt;
   Thorfinn the Reckless (Lvl 35), Einar Stiffarm (Lvl 31).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Viking Mariner [Ocean, Lindisfarne]: The mariners mainly handle the ships.&lt;br /&gt;
They will also be present in the viking raiding parties to a smaller&lt;br /&gt;
extent than the warriors. Will know seamanship skills, as well as bash.&lt;br /&gt;
Named individually.&lt;br /&gt;
&lt;br /&gt;
   Vemund Keen-eye (Lvl 19), Haarken the Pungent (Lvl 23)&lt;br /&gt;
   Thorstel the Weighty (Lvl 16), Aud the Boastful (Lvl 24)&lt;br /&gt;
   Einar Stonefist (Lvl 21)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Viking Warrior [Ocean, Lindisfarne]: Raiders will make up several different&lt;br /&gt;
levels and capabilities of viking mobs.  Each will have a pre-programmed set&lt;br /&gt;
of places they visit in Lindisfarne, with orders to attack certain mobs on&lt;br /&gt;
sight.  They will know bash, kick, and possibly the special fighting skills&lt;br /&gt;
(swordsmanship).  These mobs will be named individually.&lt;br /&gt;
&lt;br /&gt;
   Mord the Stout (Lvl 31),         Asbeorn Darkbrow (Lvl 28)&lt;br /&gt;
   Ulfstan Skullcleaver (Lvl 34).   Thorstein Blacktooth (Lvl 23)&lt;br /&gt;
   Soti Childfriend (Lvl 26).       Eric Fangtooth (Lvl 27)&lt;br /&gt;
   Thorkel the Vengeful(Lvl 32     Beorn the Bitter (Lvl 31)&lt;br /&gt;
&lt;br /&gt;
Farmer (Lvl 8) [Iceland/Greenland]: This will be named mob who will buy&lt;br /&gt;
certain goods brought over from Norway: processed goods were scarce in the&lt;br /&gt;
colonies, and happily bought by far mers.  In return, he will sell furs and&lt;br /&gt;
grain.  These mobs will not be named for now.  6-12 instances.&lt;br /&gt;
&lt;br /&gt;
Asgerda Skeyvolva (Lvl 16) [Forest] (witch/occultist) Found in a house in&lt;br /&gt;
the woods, she will know spells, and perhaps even teach chant.&lt;br /&gt;
&lt;br /&gt;
Unna Jorglaeknir (Lvl 23) [Farmstead/Forest] (healer) She will know basic&lt;br /&gt;
medical skills, and perhaps clerical spells as well.  Probably found as a&lt;br /&gt;
guest on the farm.&lt;br /&gt;
&lt;br /&gt;
Olaf the Beardless (Lvl 18) Housemaster [Norway Farmstead]: The master of&lt;br /&gt;
the house, an older man.  He's past his prime, but highly respected in his&lt;br /&gt;
family. He gets his name from his tragic inability to grow a beard.&lt;br /&gt;
&lt;br /&gt;
Brunhild (Lvl 16) Housemistress [Norway Farmstead]: The master's wife.&lt;br /&gt;
she's old as well, Wears the tokens of her position.  Keys she wears will let&lt;br /&gt;
people into chests secreted in storage rooms.&lt;br /&gt;
&lt;br /&gt;
Adult sons [Norway Farmstead] Will know a variety of useful skills, as well&lt;br /&gt;
as some fighting skills.&lt;br /&gt;
&lt;br /&gt;
   Vebeorn the Haughty(Lvl 24)&lt;br /&gt;
   Vemund Olaf's son (Lvl 22)&lt;br /&gt;
   Vethor Olaf's son (Lvl 24)&lt;br /&gt;
  Thore Splithaft (Lvl 23)&lt;br /&gt;
   Tonnel the Smiter (Lvl 36)&lt;br /&gt;
&lt;br /&gt;
Adult Daughters [Norway Farmstead] These daughters are not yet married,&lt;br /&gt;
because they are too young or, in Ragnhild's case, because they have&lt;br /&gt;
other things on their mind.&lt;br /&gt;
&lt;br /&gt;
   Alfdis (Lvl 16)&lt;br /&gt;
   Aldis (Lvl 13)&lt;br /&gt;
   Ragnhild (Lvl 29)&lt;br /&gt;
&lt;br /&gt;
Other relatives [Norway Farmstead]&lt;br /&gt;
&lt;br /&gt;
   Bjarni Greatarm - blacksmith (Lvl 28). Will teach mend, forge,&lt;br /&gt;
   and any other appropriate skills.&lt;br /&gt;
&lt;br /&gt;
   Ulmar, Thore's son (Lvl 4)&lt;br /&gt;
   Astrid (Lvl 5)&lt;br /&gt;
   Ingmar (Lvl 8)&lt;br /&gt;
&lt;br /&gt;
   Gunther the Fiery (Lvl 29)&lt;br /&gt;
&lt;br /&gt;
Thrall (Lvl 9) [Norway Farmstead]: Slaves used for various chores around&lt;br /&gt;
the farmstead. Face bare and hair short-cropped. 8 instances.&lt;br /&gt;
&lt;br /&gt;
King Canute (Lvl 45)&lt;br /&gt;
&lt;br /&gt;
Wolves (Lvl 11) [Norway Forest]: vicious nasty wild wolves, ~8 instances.&lt;br /&gt;
&lt;br /&gt;
Reindeer (Lvl 6) [Norway Forest, Farmstead]: These were raised as domestic&lt;br /&gt;
animals, and also found in the wild. 8-16 instances&lt;br /&gt;
&lt;br /&gt;
Wild Hog (Lvl 7) [Norway Forest] Carveable. 2-4 instances.&lt;br /&gt;
&lt;br /&gt;
Hare (Lvl 2) [Norway Forest] Carveable. 6-10 instances.&lt;br /&gt;
&lt;br /&gt;
Brown Bear (Lvl 36) [Norway Forest]. 2 Instances.&lt;br /&gt;
&lt;br /&gt;
Sheep (Lvl 4) [Norway Farm] Carveable. 4-6 instances.&lt;br /&gt;
&lt;br /&gt;
Horses (Lvl 9) [Norway Farm] Carveable. 6-8 instances&lt;br /&gt;
&lt;br /&gt;
Geese (Lvl 2) [Norway Farm] Carveable. 4-8 instances&lt;br /&gt;
&lt;br /&gt;
Watchdog (Lvl 6) [Norway Farm] 4 instances.&lt;br /&gt;
&lt;br /&gt;
Traveller (Lvl 16) [Norway Farm, Norwegian woods] This will be a generic&lt;br /&gt;
traveller who wanders around.  If one of them stumbles across the farm, they&lt;br /&gt;
will stay for a while, if possible.  4 instances&lt;br /&gt;
&lt;br /&gt;
Skraeling [Iceland/Greenland] These are the indiginous populants of the&lt;br /&gt;
islands (eskimos). Various types of Skraeling, Lvl 10-25.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----------------&lt;br /&gt;
ROOMACTS/DETAILS&lt;br /&gt;
----------------&lt;br /&gt;
&lt;br /&gt;
Vikings liked to take people hostage for ransom.  If someone with a certain&lt;br /&gt;
prestige or higher is wandering around the site of a viking raid, they will be&lt;br /&gt;
taken for Ransom, and the ransom announced with yell or chat.  If the ransom&lt;br /&gt;
is not paid within a certain time, then a generic mother/father will come and&lt;br /&gt;
bail them out.&lt;br /&gt;
&lt;br /&gt;
The smith in the farmstead is highly respected: While assists will be&lt;br /&gt;
the norm for family attacked around other family, if the smith is attacked he&lt;br /&gt;
will yell for (and probably receive) help.&lt;br /&gt;
&lt;br /&gt;
The young boys will try to run for help if they see anyone attacked who they&lt;br /&gt;
know.&lt;br /&gt;
&lt;br /&gt;
Some family members will accept wergeld - payment for death of a family&lt;br /&gt;
member - if they see you killing someone important. Otherwise, they may&lt;br /&gt;
hunt down the killer and try to ambush them later. If the person happens&lt;br /&gt;
to kill the farmstead master, they're in REAL trouble.&lt;br /&gt;
&lt;br /&gt;
There will be a viking merchant vessel that will ferry people from place to&lt;br /&gt;
place.  If a person is wearing a cross or cassock or any other such item, they&lt;br /&gt;
will be thrown overboard at the first sign of adverse weather.  The vikings&lt;br /&gt;
considered christians to be bad sea-luck, and actually did this.&lt;br /&gt;
&lt;br /&gt;
The Raiding vikings are enemies of (for the most part) the professional&lt;br /&gt;
armies of europe, as represented by the Ritter's.  Anyone who has done&lt;br /&gt;
the Ritter quest will not be treated well in Norway.&lt;br /&gt;
&lt;br /&gt;
At one point, King Canute made any man who had financed and&lt;br /&gt;
gone on three foreign trading voyages a nobleman. Players will be able&lt;br /&gt;
to do this. The description is under the QUEST section.&lt;br /&gt;
&lt;br /&gt;
The Sunstone is an artifact used for navigation by the Vikings, and is&lt;br /&gt;
credited as helping them navigate large open stretches of water.&lt;br /&gt;
Only people with sunstones may go between Norway and Iceland/Greenland.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------&lt;br /&gt;
SAMPLE ROOM DESCRIPTIONS&lt;br /&gt;
------------------------&lt;br /&gt;
&lt;br /&gt;
North of the English Channel&lt;br /&gt;
The water beneath your boat's prow is cool and grey, and you can taste the&lt;br /&gt;
salt spray coming from the whitecaps. To the south is the english channel,&lt;br /&gt;
frequented by travellers between England and Continental Europe. To the north&lt;br /&gt;
are scattered isles, and beyond them, open sea.&lt;br /&gt;
&lt;br /&gt;
Approaching a Farmstead&lt;br /&gt;
The private road you are on winds up a grassy hill.  The path is paved with&lt;br /&gt;
coarse gravel, and short stone walls flank you as the gravel crunches&lt;br /&gt;
underfoot. To the north, at the crest of the hill, you see a cluster of&lt;br /&gt;
wooden buildings. These plain, gabled structures appear to be linked together&lt;br /&gt;
via smaller, similarly rooved passageways.&lt;br /&gt;
&lt;br /&gt;
Lost in the Fjords of Norway&lt;br /&gt;
The water is calm here. Towering cliffs on either side of the fjord protect&lt;br /&gt;
you from the winds that whip the clouds into white streaks high in the sky.&lt;br /&gt;
The Fjord seems to have no end to it. A notch in the cliffs to one side looks&lt;br /&gt;
familiar, and you begin to wonder if perhaps you've already been here.&lt;br /&gt;
&lt;br /&gt;
The Mat-bur&lt;br /&gt;
This smallish room serves as the pantry for the kitchen. A portion of&lt;br /&gt;
wooden flooring has been raised along the north wall to keep food safe&lt;br /&gt;
from vermin. Bread, butter, cheese and Milk are among the sundries&lt;br /&gt;
resting upon this 'shelf.'&lt;br /&gt;
&lt;br /&gt;
The Stufa&lt;br /&gt;
Easily the largest room on the farm, this appears to be a banquet hall.&lt;br /&gt;
The clay floor is covered with straw, save near the long hearth which&lt;br /&gt;
runs down the center of the room, forming a trench of fire. Two rows of&lt;br /&gt;
pillars run the length of the room, marking the space between the hearth&lt;br /&gt;
and the tables to either side of it. Benches providing seating&lt;br /&gt;
for everyone save the Master of the house, whos High Chair sits furthest&lt;br /&gt;
from the entrance.&lt;br /&gt;
&lt;br /&gt;
Skali Entrance&lt;br /&gt;
The Skali - or family sleeping apartment - is a large-ish room&lt;br /&gt;
divided into private sleepers by partitions. A small passageway runs&lt;br /&gt;
through the center of the room, flanked by locking swing-doors barring&lt;br /&gt;
entrance to the various sleepers.&lt;br /&gt;
&lt;br /&gt;
--------------&lt;br /&gt;
HIGH-LEVEL MAP&lt;br /&gt;
--------------&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Greenland-----Iceland----------The Fjords      Forest------+&lt;br /&gt;
                               | (Maze)        |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               +---------------Farmstead---Forest&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
                               |               |           |&lt;br /&gt;
               Lindsfarne------+               Forest------+&lt;br /&gt;
               |&lt;br /&gt;
               |&lt;br /&gt;
               |&lt;br /&gt;
               |&lt;br /&gt;
               A Small---------+&lt;br /&gt;
               Beach           |&lt;br /&gt;
                               |&lt;br /&gt;
                               |&lt;br /&gt;
                               |&lt;br /&gt;
                               The English&lt;br /&gt;
                               Channel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------&lt;br /&gt;
SAMPLE ITEMS&lt;br /&gt;
------------&lt;br /&gt;
&lt;br /&gt;
DESC STATS DAM WEIGHT SLOT&lt;br /&gt;
&lt;br /&gt;
A Bone comb: This comb is constructed of a flat wooden backign with fine tines&lt;br /&gt;
of bone pressed into it. +5 prestige. 1kg. hold&lt;br /&gt;
&lt;br /&gt;
Luckstone: This speckled stone has been worn smooth by the worrying of hands&lt;br /&gt;
over the years. +3 hit, -5 perception. 1kg. hold.&lt;br /&gt;
&lt;br /&gt;
Solarstein (Sunstone) - required to go between Norway/iceland/greenland.&lt;br /&gt;
A Thinly shaved piece of cordierite, This is a polarized filter which&lt;br /&gt;
appears grey until oriented the correct direction, at which time brilliant&lt;br /&gt;
blue light filters through. 1kg. hold.&lt;br /&gt;
&lt;br /&gt;
A Throwing Spear - The light wooden haft has a short iron spearpoint attached&lt;br /&gt;
to it with a single nail.  Thrown weapon. 1d6 dam. 2kg. wield.&lt;br /&gt;
&lt;br /&gt;
A Hand Axe - The haft of this axe is perhaps two feet long, and is capped by a&lt;br /&gt;
medium-sized axe head, with a flat back. 1d8 dam. 4kg. wield.&lt;br /&gt;
&lt;br /&gt;
A Broad Axe - This heavy weapon has a long haft and a broad, crescent-shaped&lt;br /&gt;
head that looks like it will split whatever it strikes. -1 hit +3 AC&lt;br /&gt;
1d15 dam. 12kg. wield (2-handed).&lt;br /&gt;
&lt;br /&gt;
A Fighting Spear - The stout oaken shaft of this weapon is capped with a&lt;br /&gt;
long, double-edged spearhead. 1d11 dam. 6kg. wield (2-handed).&lt;br /&gt;
&lt;br /&gt;
Metal Helmet - This sturdy helmet covers the top and back of the head,&lt;br /&gt;
but leaves the neck and face exposed. -5 ac, 3kg. head.&lt;br /&gt;
&lt;br /&gt;
Norse Mail Shirt - A large, heavy mail shirt which has wide sleeves to&lt;br /&gt;
the elbows, and comes down to your knees. The links are arranged four-deep.&lt;br /&gt;
-12AC, -1 dex, 18kg. body.&lt;br /&gt;
&lt;br /&gt;
Round Wooden Shield: This shield is made from hardwood fashioned in a 2'&lt;br /&gt;
diameter circle, then brimmed with a metal rim, and fitted with a metal boss&lt;br /&gt;
to protect the bearer's hand. -5ac. 5kg. shield.&lt;br /&gt;
&lt;br /&gt;
Long Shield: This large, oval-shaped shield is made from wood covered with&lt;br /&gt;
ox-skin, and is large enough to hide your entire body if you crouch behind it.&lt;br /&gt;
-12 ac, -1 dex, 10kg. shield.&lt;br /&gt;
&lt;br /&gt;
Mail Leggings: These leggings are made from loose steel rings, and look&lt;br /&gt;
like they would protect your legs from most blows. -5ac, 4kg. legs.&lt;br /&gt;
&lt;br /&gt;
Mail Gauntlets: These gloves are made of fine chain-mail, and go to mid-wrist.&lt;br /&gt;
-4AC, -1 dex, 3kg. hands.&lt;br /&gt;
&lt;br /&gt;
Fighting Club: This club is constructed of a stout piece of wood, tapered to&lt;br /&gt;
the handle. The head has been hardened by fire and dipped in metal of some&lt;br /&gt;
sort.  1d10 dam, 6kg, +2 AC. wield.&lt;br /&gt;
&lt;br /&gt;
Greysteel: This is a longsword made by a master smith, which was believed&lt;br /&gt;
to be so powerful it could bite anything. 1d16 dam, +1 hit. wield.&lt;br /&gt;
&lt;br /&gt;
Skin of Mead: This sweet alchohol is the preferred drink of the Norse, but few&lt;br /&gt;
can afford it as often as they would like. [intoxicant]. 2kg. held.&lt;br /&gt;
&lt;br /&gt;
Mug of Ale: A bitter concoction, the ale warms your throat as you drink it.&lt;br /&gt;
[50% Intoxicant]. 2kg. held.&lt;br /&gt;
&lt;br /&gt;
Knarr: This ship is nearly a hundred fee long, with decks fore and aft, and&lt;br /&gt;
a large, uncovered cargo area in the center. A great sail hangs from the&lt;br /&gt;
single mast, with alternating bright colored stripes lending a garish air.&lt;br /&gt;
[holds lots of cargo]&lt;br /&gt;
&lt;br /&gt;
Dragon Ship: This ship is almost seventy feet long, with thirty pair oars.&lt;br /&gt;
The bow and stern raise high above the water, while amidships has scarcely&lt;br /&gt;
a foot of draft remaining. The ship is impossibly slender, perhaps fifteen&lt;br /&gt;
feet wide. [holds up to 60]&lt;br /&gt;
&lt;br /&gt;
Trade Furs: A bundle of furs has been dropped here. 10kg. held.&lt;br /&gt;
&lt;br /&gt;
Sack of Farming Tools: A large sack is here, filled with different tools&lt;br /&gt;
to help farmers cultivate the land and raise livestock. 15kg. held.&lt;br /&gt;
&lt;br /&gt;
Honey: A large pottery container is here, filled with honey. 2kg. held.&lt;br /&gt;
&lt;br /&gt;
Keys: A large cluster of keys has been left here. These are used to&lt;br /&gt;
signify the mistress of the house. [and to open the chests]. 1kg. held.&lt;br /&gt;
&lt;br /&gt;
Oak Chest: A stout oaken chest is here, banded with iron and adorned&lt;br /&gt;
with bronze nails and careful carvings. A board on either end holds&lt;br /&gt;
the body of the chest off the ground. [locks]. 25kg. held.&lt;br /&gt;
&lt;br /&gt;
Soapstone Pot: A soft stone pot is here. It looks like it will retain&lt;br /&gt;
heat well. [for cooking]. 2kg held.&lt;br /&gt;
&lt;br /&gt;
Tableknife:  A short, sharp knife is here. It looks like it is used for&lt;br /&gt;
eating. May be modified to add +food value when able. 1d2 dam. 1kg. wielded.&lt;br /&gt;
&lt;br /&gt;
Skees (sic): +movement in Mountains, if possible. 5kg. feet.&lt;br /&gt;
&lt;br /&gt;
A Wadmal tunic: This plain white tunic looks like it belongs to the&lt;br /&gt;
lower classes. -4 AC. 4kg. body.&lt;br /&gt;
&lt;br /&gt;
A Linen tunic: Bright colors make this finely wrought tunic stand out.&lt;br /&gt;
-5 AC. 4kg. body.&lt;br /&gt;
&lt;br /&gt;
Rough Trousers: These dark green pants look loose but comfortable, and end&lt;br /&gt;
just below the knees. -4AC. 2kg. legs.&lt;br /&gt;
&lt;br /&gt;
Goat's Milk: This milk is not as sweet as cow's milk, but refreshing&lt;br /&gt;
nevertheless. 1kg.&lt;br /&gt;
&lt;br /&gt;
Polar Bear Skull: This appears to be the bleached skull of a polar bear.&lt;br /&gt;
-10 AC, +5 STR, +3 CONS, -5 INT. 4kg. head.&lt;br /&gt;
&lt;br /&gt;
Drinking Horn: This ornately carved Ox horn has been hollowed out and&lt;br /&gt;
polished. The rim of the horn is guilded with silver, and small gold feet&lt;br /&gt;
have been added to enable it to stand on its own. 1kg. held.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
QUEST&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
To become a Norse Noble:&lt;br /&gt;
&lt;br /&gt;
1) Obtain Solarstein, either by finding it in a mine/rocky area, or&lt;br /&gt;
   by slaying a Viking Mariner who already has one.&lt;br /&gt;
2) Buy a Knarr, and make three trading trips to Iceland or Greenland.&lt;br /&gt;
   A trading trip involves bringing furs back from Iceland or Greenland -&lt;br /&gt;
   you can only get Furs in exchange for Hand-axes, or some other metal/&lt;br /&gt;
   manufactured item.&lt;br /&gt;
3) Find the King, and he will make you a noble.&lt;br /&gt;
&lt;br /&gt;
Questor will obtain a bounty, prestige, and will receive treatment&lt;br /&gt;
from Norse similar to klein treatment of Ritter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----------------------------&lt;br /&gt;
Viking Scandanavia Commentary&lt;br /&gt;
-----------------------------&lt;br /&gt;
First, note that his proposal is plain text, 78 cols or less. This makes it&lt;br /&gt;
easy to read your proposal on the mud's machine without looking through&lt;br /&gt;
linebreaks and MSWord gobbeldygook. &lt;br /&gt;
 &lt;br /&gt;
Period Overview&lt;br /&gt;
  - the overview isn't a flat description or a stereotype, but describes the&lt;br /&gt;
    approach to the theme. &amp;quot;Pagan, farmer-trader-fighter Norse&amp;quot; as opposed&lt;br /&gt;
    to just saying &amp;quot;Vikings&amp;quot;, which could mean anything.&lt;br /&gt;
  - it's easy to imagine how this overview could be translated into a mud&lt;br /&gt;
    area, as opposed to history-paper style overviews, which are hard to&lt;br /&gt;
    imagine.&lt;br /&gt;
&lt;br /&gt;
Proposed Time Setting&lt;br /&gt;
  - Ark anticipated a problem with fudging the timeline a bit, so he added&lt;br /&gt;
    this section to explain. This section isn't required; in this instance&lt;br /&gt;
    it let us know that he really knew his material, and would try to conform&lt;br /&gt;
    to building standards if there was a problem with the broad time range.&lt;br /&gt;
    &lt;br /&gt;
Proposed Link to Legend&lt;br /&gt;
  - This would have been easier to read if it was next to the map.&lt;br /&gt;
  &lt;br /&gt;
Proposed Area&lt;br /&gt;
  - Listing expansion ideas is good. Having an area impossible to build in&lt;br /&gt;
    100 vnums is bad.&lt;br /&gt;
    &lt;br /&gt;
Sample Mobs&lt;br /&gt;
  - Individually named mobs go a long way towards providing the atmosphere&lt;br /&gt;
    of the area, so a lot of attention is given to those. What's MISSING are&lt;br /&gt;
    5 actual descriptions of these people.&lt;br /&gt;
&lt;br /&gt;
Roomacts/Details&lt;br /&gt;
  - A description of nifty features of the area, both in the FEATURES and&lt;br /&gt;
    QUEST section. Native dislike of ritters, who assists whom, a quest that&lt;br /&gt;
    is a trading venture, etc. show us both the technical things you want to&lt;br /&gt;
    try as an area creator, and your creativity in making the area interesting&lt;br /&gt;
    to visit.&lt;br /&gt;
&lt;br /&gt;
Sample Room Descriptions&lt;br /&gt;
  - Competent grammar, not too textbook-y or too generic, reasonable length.&lt;br /&gt;
    Once you get past the basic washout for &amp;quot;can you write&amp;quot;, how this is&lt;br /&gt;
    judged is largely subjective.&lt;br /&gt;
    &lt;br /&gt;
High-Level Map&lt;br /&gt;
  - A map description that clearly tells us where the area can attach, and&lt;br /&gt;
    roughly how the 100 rooms will be used (in this case, some ocean, Olaf's&lt;br /&gt;
    farmstead in Norway, Lindisfarne off England, and other things that didnt&lt;br /&gt;
    get into the game before Ark had to leave). If he'd marked approximate&lt;br /&gt;
    number of vnums for each section, he (and the imms) would have realized&lt;br /&gt;
    the problem and planned what to include better. The area loses some of&lt;br /&gt;
    its interest and quest options by not having Greenland or Iceland.&lt;br /&gt;
&lt;br /&gt;
Sample Items&lt;br /&gt;
  - Too many generic items. Things like mead and the farming tools are good,&lt;br /&gt;
    but rough trousers and linen tunics are already in the game, we didn't&lt;br /&gt;
    need to hear about them again. Approx stats on stat items, but kg isn't&lt;br /&gt;
    important except on weapons. It's missing the 5 full descriptions of items.&lt;br /&gt;
    Historical note, at the time the polar bear skull (+5 STR, +3 CONS, -5 INT)&lt;br /&gt;
    was considered too powerful, and the description as &amp;quot;bleached&amp;quot; was&lt;br /&gt;
    deemed unrealistic (this was before the &amp;quot;take an item to a mob for it to&lt;br /&gt;
    be transformed into a different item&amp;quot; type quests became possible).&lt;br /&gt;
    &lt;br /&gt;
Quest&lt;br /&gt;
  - A list of quest steps as brief as an Andara's summary is fine, but it&lt;br /&gt;
    should also include info on how players would know the quest is there in&lt;br /&gt;
    the first place. Giving the mobs' speeches is too much info tho. For this&lt;br /&gt;
    area, if Beowulf was already installed then we would have been looking&lt;br /&gt;
    for a trans quest idea.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Commentary =&lt;br /&gt;
Arkenstone's proposal suits the style of area he was proposing very well, which is why we're giving it to you as an example. This proposal may seem short to you, and by today's judging it would fall short in a few areas (full descriptions on mobs and items, more detail about the quest and preferably a trans quest or other quest ideas). You will notice, however, that the actual area differs in some small ways and some big ways from what you read above - mainly in map and quests. But, this proposal was enough to convince us that Arkenstone knew the subject matter, had good ideas for translating it into the mud (remember, uniquely named mobs were a new thing back then for anything other than the top 5 or 6 &amp;quot;main&amp;quot; mobs in an area), could write well enough to meet our standards, and was willing to be flexible about things (the time period, unusual item effects) that he wasn't sure were allowed.&lt;br /&gt;
&lt;br /&gt;
Try to apply the lessons above to make your proposal suit your area. If you are portraying a civilization with several different settlements rather than one main area like the Dun, Agrabah, Olaf's farm, etc., then the map will be an important part of your proposal. Where would everything fit into a bunch of small villages, and why would it not be repetitive and boring? If your area would have lots of waterways and forest like F&amp;amp;I, how will you populate it? What landmarks will help people learn the area and not get lost? If you are proposing an area that has a huge quest as the major story line, what will the quest be like, and what will be there to attract people even if they can't or don't want to do the quest?&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Builder_Proposal&amp;diff=391</id>
		<title>The Builder Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Builder_Proposal&amp;diff=391"/>
		<updated>2020-04-25T04:48:27Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Preface =&lt;br /&gt;
Before continuing, ensure that you have read and follow [[The Immortal Proposal Process]].&lt;br /&gt;
&lt;br /&gt;
Builders on Legend are responsible for the maintenance of the current areas on the mud and the addition of new areas. All builders are expected to generate at least one new area, some others will be doing both maintenance and building at the same time.&lt;br /&gt;
&lt;br /&gt;
In order to understand what kind of programming skills are involved in building, [[a sample Legend Area]] is available. This example, while not complete by any means, should serve to give you a rough idea of what a builder creates from a blank file. Many of the areas on Legend are well over 200 kilobyte text files.&lt;br /&gt;
&lt;br /&gt;
= Area Guidance =&lt;br /&gt;
== The Area ==&lt;br /&gt;
You probably already know EXACTLY what kind of area you want. Before you run out and begin deep research the second you hit level 45, look around. What distinguishes your area from the ones already installed? What will it offer new for players to do? Talk to an imp or the head builder and see if there is any interest in such an area, or if it fits in with the rest of the mud.&lt;br /&gt;
The geographical location and time period will tell you much about the type of area that it will become. Are the people close to nature or are they environmentally incorrect? Is there a strong tradition of magic in the time period you want? How civilized were the people then? What level of technology did they use? Was the culture warlike? After you've decided on when and where you want to make an area, the next choice is 'Who is this area for?'.&lt;br /&gt;
&lt;br /&gt;
== Type of Area ==&lt;br /&gt;
Please note that Legend is not currently adding any new hometowns to the game. You may choose to design your proposal so your area is hometown-eligible, however.&lt;br /&gt;
&lt;br /&gt;
You can decide to have an area that people quake in their boots when they hear the mere mention of its name. But it should be obviously so, and well marked at the entrance as such. Or you could make an area that is heavy on quests and puzzles. You could choose for the NPCs there to be either total pacifists or just not have a quest completable for long extended periods of time if a vital mob is killed. Don't plan an area that is all quests or all hack n slash, however, as that simply means you are choosing to leave players out; you want your area to have enough depth to appeal to all sorts of players.&lt;br /&gt;
&lt;br /&gt;
You'll probably want a mix of the two. But in either case you should decide on the overall moral quality of the inhabitants. Are they all good, law abiding citizens? A den of cut-throats and thieves bent on only their own evil ways? Are they all boring run of the mill every day folk who are neither inherently good nor inherently evil? Maybe they just have a few tendencies in one direction or the other. You'll most likely end up with a mix of alignments, with saints, demons and Joe average, just like real life.&lt;br /&gt;
&lt;br /&gt;
== Rooms ==&lt;br /&gt;
One of the most distinguishing features of a mud and even an individual area is the FEEL of the place. Does the place drip with atmosphere as you walk through it? This can be accomplished through a variety of ways.&lt;br /&gt;
The easiest and most over-looked is probably the room descriptions.&lt;br /&gt;
&lt;br /&gt;
Another consideration is the SCALE of the place. Are players going to have to walk thru room after room of similar places like Along the Great Wall of China for too long? There are ways other than repeating rooms to convey great distances. Long room descriptions can make for crowded, busy rooms, or a sense of time taken to travel the distance of the room. When combined with a higher move cost the illusion of a larger distance is compacted into fewer rooms.&lt;br /&gt;
&lt;br /&gt;
This leads right into variety. You want a variety of rooms so that people don't get too bored that first time they read your room descriptions. Also, a flat grid-style map is more predictable and calls for less use of skills than a varied, &amp;quot;three-dimensional&amp;quot; map which is harder to map on paper but provides many more nooks and crannies and interesting places to hide, explore and escape.&lt;br /&gt;
&lt;br /&gt;
Mazes are often rendered ridiculous. We're not immune to that either. But plain garden variety hedge mazes also get boring and predictable. Perhaps you could add elements of surprise by incorporating false leads, traps, hidden exits, and unsuspected twists and turns. Repetition of room titles, descriptions and exits does not a good maze necessarily make.&lt;br /&gt;
&lt;br /&gt;
== Mobiles or NPCs ==&lt;br /&gt;
The non-player characters (NPCs), or mobs as they are commonly called aren't just fodder. They are what drive quests, hands out hints, provides interaction without having to have an Immortal switch into them or force them to do things. With the complex acts system here, the possibilities are nearly endless.&lt;br /&gt;
But if every NPC had the same number of hit points, same pat responses, and approach, players would quickly become bored.&lt;br /&gt;
&lt;br /&gt;
When designing your area you should make a list of all possible NPCs, probably a few more than you think is feasible just to have something to choose from, or even work on later. Areas on the whole should be open to anyone, but recommended level ranges are not unheard of. You should try to spread out levels represented as well as alignments unless your area is undeniable skewed in one direction or the other. Also don't just load 20 of the same mobs and figure it's good enough. Variety is the spice of any adventurer's life - Mobiles with different fight tactics, or ones that are more or less susceptible to different tactics are more attractive to everyone, and won't cater to just one specific character type.&lt;br /&gt;
&lt;br /&gt;
=== Mob Scenes ===&lt;br /&gt;
For your &amp;quot;unique&amp;quot; NPCs determine before hand what type of person they are going to be. How will they interact with players? Other NPCs? With their surroundings? What are their special quirks that make them unique? Almost anything you can think of can be done with the MOB ACTS system.&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
Before you create any objects or assign them any values read over the guidelines carefully and look around at many of the items already in the game. Consistency will help create diversity in the mud. By having an aesthetic choice between two sets of equipment that are otherwise identical, players will be better able to play their role. It gets pretty monotonous when everyone is wearing the same 'Approved Set of Equipment' instead of being individuals. Also, remember that duplicating popular pieces of equipment as quest rewards allows you to reduce the rent on that item, making your area an instant fashion success.&lt;br /&gt;
New equipment should vary as well as balance with what's already there. Say the average plain sword in the game does an average of 1d10 damage and weighs 10 kg. You shouldn't necessarily think to yourself, 'Bah, that's silly. My sword is going to be MUCH better than that.' Guidelines are such for a reason, helping provide stability and a degree of predictability to the game that otherwise escalates in a twisted game of one-upmanship. Powerful does mean popular, but doesn't mean it should be widely available. It should be powerful because it's special, not everyone has one, and goes beyond the ordinary in some fashion. But the average should be kept within the established guidelines, not continually exceed them.&lt;br /&gt;
&lt;br /&gt;
When deciding how widely available a given item should be you need to consider if it can or even should be sold in shops or to them. If it is a quest item that you expect people to get for themselves, it probably shouldn't be auctionable. Also, you can limit long term usefulness by making items timed. If you really think the item will be the equivalent of dynamite in players' hands, you can opt to make it immune to the preservation spell.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
Each area must have at least one quest of some sort, though it doesn't have to be a major one like the Arabian or Seoni ones. You may also choose to have several other smaller, easier ones. Many players who began on mushes prefer questing to hacking and slashing all the time.&lt;br /&gt;
Give everyone something to do! Almost anything you come up with can be worked out in MOB ACTS or ROOM ACTS. If not, we'll either make an addition to the code so you can, or help you come up with a way to work around the problem and get the same effect.&lt;br /&gt;
&lt;br /&gt;
Find uses for those nasty skills you regretted learning as a mortal! Make the steps unique! Let the mobs choose from a variety of options that will set the quest in motion, complete a step, or signal completion. Have it only accept one at a time. Make it so people must work their way through the quest themselves and not have it done for them so that they have earned the rewards, not just jumped through the hoops that someone else held up for them. Give the quest random or different endings. Quests with random elements, especially if the reward is very good, will be preferred over a quest that a person can be lead through, or easily use cheat pages for.&lt;br /&gt;
&lt;br /&gt;
Try to make sure the reward matches the difficulty of the quest. If you want your reward to be the most powerful piece of equipment in the game, it best be DAMN hard to get and not be able to be gotten for just anyone. And once they get one? Should they REALLY be able to get another to sell to all their friends and newcomers?&lt;br /&gt;
&lt;br /&gt;
= Formatting and What a Proposal Should Include =&lt;br /&gt;
&lt;br /&gt;
The following sections should be present in all builder proposals, but need not be in any particular order as long as the chosen order is logical.&lt;br /&gt;
&lt;br /&gt;
== Period Overview ==&lt;br /&gt;
This section should include a history of the area, what makes it interesting, what makes it unique. This need not be an essay on the area that would make a college professor drool, but it should give an overall sense of an understanding of the area and how that area can be interesting in a gaming sense.&lt;br /&gt;
&lt;br /&gt;
== An Overview Map ==&lt;br /&gt;
A large-scale map noting major areas should be given, with an approximate number of rooms assigned to each area. Keep in mind that most if not all areas get 100 rooms, 99 which are usable as one is reserved for a map room. Links to areas currently in Legend should also be noted here.&lt;br /&gt;
&lt;br /&gt;
A good example of an ASCII map are the hometown maps in the game already. Stop and take a look at one if you're unsure of how to make yours.&lt;br /&gt;
&lt;br /&gt;
== Links to Legend ==&lt;br /&gt;
A detail of which rooms might attach to which rooms, or general area connections should be noted here, as well as in the overview map.&lt;br /&gt;
&lt;br /&gt;
== Sample Room Descriptions ==&lt;br /&gt;
A proposal should contain at least five of these, possibly more if you feel so inclined. Rooms should be formatted as they would be read on Legend, which means 79 characters wide, with room titles and single spaces after periods. Rooms should rarely indicate in their descriptions that the character is travelling one direction or another, as they may be entering the room from different directions. Also, rooms should give a feeling for how people would see it at that time, rooms should rarely be walk through history lessons. Also you may want to consider other atmospheric details of rooms including smells, sounds, feelings, etc. Also it would be good to note anything special that might happen in the room, if anything at all.&lt;br /&gt;
&lt;br /&gt;
== Sample Mob Descriptions ==&lt;br /&gt;
A good number of the mobs should be given, but at least 5 mobs should be more than an outline noting the following:&lt;br /&gt;
&lt;br /&gt;
* Short Description: What the mob looks like when doing an action.&lt;br /&gt;
* Long Description: What the mob looks like when you see him/her in a room.&lt;br /&gt;
* Extended Description: What a mob looks like when you look at them.&lt;br /&gt;
* Level of the Mobile:&lt;br /&gt;
* History of the Mobile:&lt;br /&gt;
* Function of the Mobile:&lt;br /&gt;
* Any Special Acts or Skills:&lt;br /&gt;
* What, If Anything, Does This Mob Teach:&lt;br /&gt;
&lt;br /&gt;
Another list of mobs, the frequency of occurrences (how many there will be at any given time), their level and whatnot may also be given. But again, at least 5 mobs should be detailed as above.&lt;br /&gt;
&lt;br /&gt;
== Sample Item Descriptions ==&lt;br /&gt;
A good number of items should be given, but at least 5 items should be more than an outline, noting the following:&lt;br /&gt;
&lt;br /&gt;
* Short Description: What it looks like in actions and while worn.&lt;br /&gt;
* Long Description: What it looks like while laying on the ground.&lt;br /&gt;
* Extended Description: What it looks like when you examine it.&lt;br /&gt;
* Effects: What effects, if any, does this item have.&lt;br /&gt;
&lt;br /&gt;
You may wish to include very mundane items in this, ones that have no stat bonuses, in order to convey a sense of what the generic objects in the area might feel like. Mundane items can be attractive to players that frequently make use of mundane coupons. You may wish to refrain from giving specific numbers in the effects section, but a general feel for what the item might do, as you do not yet know the guidelines under which items are designed. Name any housing accessories you may wish to include in your area as well.&lt;br /&gt;
&lt;br /&gt;
== List of Unique Features of the Area ==&lt;br /&gt;
Why is your area unique? What sets is apart from the other areas in the game? Examples could be the unique features of Viking Scandinavia being an isolated farmstead settlement instead of raiders, or all the ethnically named mobs. It could also be the use of the acts system that sets it apart, such as the baseball game in Pittsburgh, or the Assassins in Crusades.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
At least one major quest should be given, in a detailed form, noting step by step how one might go through the quest. You can give more than one quest here, but make sure they fit into the overall design of the area.&lt;br /&gt;
&lt;br /&gt;
Some things you might want to think about:&lt;br /&gt;
* Having multiple ways of finishing quests can be interesting to players, and should be considered strongly for any major quest.&lt;br /&gt;
* How will players know this quest is here, or where to start?&lt;br /&gt;
* Places where multiple characters may be needed to finish part of a quest or the whole quest. These quests are great in that they enhance the cooperation aspect of the mud.&lt;br /&gt;
* Use of skills that have very little implementation.&lt;br /&gt;
* Quest rewards that give a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Multiple ways to finish one quest. If it seems logical that a character should be able to solve a quest in a particular way and you want to avoid having this way be available, justify the reasoning.&lt;br /&gt;
&lt;br /&gt;
== Anything Else That You Want Considered ==&lt;br /&gt;
Since areas take so long and require so much learning, here are some items on our general to do list. Which, if any, looks like something you would pick as a short-term project, either for when you're stuck on your own area or while waiting for your area to pass the review process? Why did you pick the one you did?&lt;br /&gt;
&lt;br /&gt;
* Mobs that use talk/say/ask/whisper/etc in act_arrives/randoms should check for NONHUMAN and break out of the act where appropriate so you don't see a human mob flirting with a cat.&lt;br /&gt;
* For all scavengers, add acts so there is a reasonable delay before they eat the items they picked up.&lt;br /&gt;
* If the number of secondary housing rooms or their restrictions (NO_ADDITIONS, ABOVE_GROUND, etc) limits the total number of secondary rooms you can fit in to expand, set that as the MAX_SIZE on the primary room, for accurate reporting to build query.&lt;br /&gt;
* There ought to be a way to ask shopkeepers what hours they are open&lt;br /&gt;
* Add is_follow flags on all exp rooms so only leaders get it&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=A_sample_Legend_Area&amp;diff=390</id>
		<title>A sample Legend Area</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=A_sample_Legend_Area&amp;diff=390"/>
		<updated>2020-04-25T04:45:54Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: Created page with &amp;quot;This is an example of Legend's building format. It is not a real area in the game or will it ever be. It was built specifically as a tutorial for new builders. We were asked i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an example of Legend's building format. It is not a real area in the game or will it ever be. It was built specifically as a tutorial for new builders. We were asked if people could see what kind of programming skills were required by a builder so they could better judge if it was something they felt competent to do.&lt;br /&gt;
&lt;br /&gt;
Please note that this is by no means a complete representation of what an area for Legend usually includes. However, it should illustrate that the majority of it is fill-in-the-blank database construction with the only &amp;quot;programming skill&amp;quot; being setting up acts, wherein familiarity with mud commands and setting up client triggers would be helpful.&lt;br /&gt;
&lt;br /&gt;
Also, this sample file is offered without explanation of what all the numbers and formatting means.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#VERSION 2&lt;br /&gt;
#AREA &amp;lt;yourname&amp;gt;~&lt;br /&gt;
0 0 0 0 0 &amp;lt;today's date&amp;gt;~&lt;br /&gt;
&lt;br /&gt;
#HELPS&lt;br /&gt;
-1 SAMPLE_AREA~&lt;br /&gt;
This is my sample area. I am learning how to build an area.&lt;br /&gt;
~&lt;br /&gt;
0 $~&lt;br /&gt;
&lt;br /&gt;
/* Random Townspeople Names */&lt;br /&gt;
#define SAMPLE_NAME_MARY      1&lt;br /&gt;
#define SAMPLE_NAME_LOUISA    2&lt;br /&gt;
#define SAMPLE_NAME_KATHY     4&lt;br /&gt;
#define SAMPLE_NAME_ANNIE     8&lt;br /&gt;
#define SAMPLE_NAME_BETSY    16&lt;br /&gt;
#define SAMPLE_NAME_JOHN     32&lt;br /&gt;
#define SAMPLE_NAME_PAUL     64&lt;br /&gt;
#define SAMPLE_NAME_GEORGE  128&lt;br /&gt;
#define SAMPLE_NAME_MICHAEL 256&lt;br /&gt;
#define SAMPLE_NAME_PETER   512&lt;br /&gt;
&lt;br /&gt;
#ROOMS&lt;br /&gt;
#40000&lt;br /&gt;
Map Room~&lt;br /&gt;
This room shows a map of our sample area on the wall.&lt;br /&gt;
~&lt;br /&gt;
40000 LIGHT 0&lt;br /&gt;
E&lt;br /&gt;
map wall~&lt;br /&gt;
.&lt;br /&gt;
	12  10       6 - 7        &lt;br /&gt;
	 |   |       |   |          &lt;br /&gt;
 1 - 2 - 3 - 4 - 5   8           &lt;br /&gt;
	 |       |                   &lt;br /&gt;
	11       9     &lt;br /&gt;
&lt;br /&gt;
~&lt;br /&gt;
S&lt;br /&gt;
#40001 H                            &lt;br /&gt;
Main Street~&lt;br /&gt;
A quiet street leads east toward a small town.&lt;br /&gt;
~&lt;br /&gt;
40000 NOTHING 2&lt;br /&gt;
NO_WEST  // to leave this open for connections later&lt;br /&gt;
De&lt;br /&gt;
The street continues into town that way.&lt;br /&gt;
~&lt;br /&gt;
the street~&lt;br /&gt;
street~&lt;br /&gt;
NODOOR -1 40002&lt;br /&gt;
E&lt;br /&gt;
town~&lt;br /&gt;
The town seems small but inviting.&lt;br /&gt;
~&lt;br /&gt;
S&lt;br /&gt;
#40002                             &lt;br /&gt;
Main Street~&lt;br /&gt;
The general store is to the north and &lt;br /&gt;
the bakery is to the south of this&lt;br /&gt;
room and the street continues east &lt;br /&gt;
and west.&lt;br /&gt;
~&lt;br /&gt;
40000 HAS_ACTS 2&lt;br /&gt;
Dn&lt;br /&gt;
A door opens into the general store.&lt;br /&gt;
~&lt;br /&gt;
the general store~&lt;br /&gt;
door store~&lt;br /&gt;
ISDOOR|CLOSED -1 40012&lt;br /&gt;
De&lt;br /&gt;
The street continues into town that way.&lt;br /&gt;
~&lt;br /&gt;
the street~&lt;br /&gt;
street~&lt;br /&gt;
NODOOR -1 40003&lt;br /&gt;
Ds&lt;br /&gt;
The bakery door guards many smells.&lt;br /&gt;
Cakes, pies and cookies line the window.&lt;br /&gt;
~&lt;br /&gt;
the bakery~&lt;br /&gt;
door bakery~&lt;br /&gt;
ISDOOR|CLOSED -1 40011&lt;br /&gt;
Dw&lt;br /&gt;
The street continues into town that way.&lt;br /&gt;
~&lt;br /&gt;
the street~&lt;br /&gt;
street~&lt;br /&gt;
NODOOR -1 40001&lt;br /&gt;
E&lt;br /&gt;
cake cakes pie pies cookie cookies~&lt;br /&gt;
Your mouth waters just looking at them.&lt;br /&gt;
~&lt;br /&gt;
S&lt;br /&gt;
ACTS&lt;br /&gt;
ROOMACT_ACT &amp;quot;inhales deeply, taking in the smells around&amp;quot; {&lt;br /&gt;
call_proc 666&lt;br /&gt;
echo_to $N A delicious aroma fills the air.&lt;br /&gt;
echo_to $N Your mouth begins to water.&lt;br /&gt;
echo_to $N The bakery beckons you inside.&lt;br /&gt;
}&lt;br /&gt;
ENDACTS&lt;br /&gt;
#0&lt;br /&gt;
&lt;br /&gt;
#HOUSING&lt;br /&gt;
#40000&lt;br /&gt;
$N's House~&lt;br /&gt;
house~&lt;br /&gt;
The plaster walls of this humble London townhouse are interrupted only by the&lt;br /&gt;
broad windowsills and wavy glass that open out to the outside. Cheery petunias&lt;br /&gt;
and ferny grasses grow out of the flowerpots outside the window--no self-&lt;br /&gt;
respecting Londoner would be without their small garden! Although the townhouse&lt;br /&gt;
is cramped, it has its dignity, after all.&lt;br /&gt;
~&lt;br /&gt;
INDOORS|LIGHT 1&lt;br /&gt;
PRIMARY|GROUND_ONLY&lt;br /&gt;
40001  0 0 0  0 0 0  0 0 0&lt;br /&gt;
250000 2500&lt;br /&gt;
1&lt;br /&gt;
a wooden door~&lt;br /&gt;
wooden door~&lt;br /&gt;
It looks plainly made.~&lt;br /&gt;
1 4500 450 ISDOOR|CLOSED|LOCKED|TIMED_PICK|LOCK_LEVEL 45&lt;br /&gt;
0&lt;br /&gt;
#40001&lt;br /&gt;
A Bedroom~&lt;br /&gt;
bedroom~&lt;br /&gt;
The plaster walls here are delicately painted in tiny figures of fairies &lt;br /&gt;
cavorting in flowers, twined 'round with vines and fruit. Clearly this is a &lt;br /&gt;
bedroom. There is not much natural light, but the room is relatively spacious, &lt;br /&gt;
as room in this house go.&lt;br /&gt;
~&lt;br /&gt;
INDOORS|LIGHT|INN 1&lt;br /&gt;
SECONDARY|NO_ADDITIONS&lt;br /&gt;
40001  0 0 0  0 0 0  0 0 0&lt;br /&gt;
150000 1500&lt;br /&gt;
1&lt;br /&gt;
a wooden door~&lt;br /&gt;
wooden door~&lt;br /&gt;
It looks plainly made.~&lt;br /&gt;
1 4500 450 ISDOOR|CLOSED|LOCKED|TIMED_PICK|LOCK_LEVEL 45&lt;br /&gt;
1&lt;br /&gt;
1707 // comfortable bed&lt;br /&gt;
#40002&lt;br /&gt;
$N's Shop~&lt;br /&gt;
shop~&lt;br /&gt;
A stout wooden counter cuts the room into a larger and a smaller portion. It is&lt;br /&gt;
a solid piece of craftsmanship, and along the front side it has the name of this&lt;br /&gt;
establishment burned into the wood. Behind it range a series of shelves on which&lt;br /&gt;
a variety of non-perishable wares rest. Someone is diligent about dusting, for&lt;br /&gt;
the shop as a whole has an air of cleanliness. The main space holds a cavalcade&lt;br /&gt;
of tables and shelving so that the most enticing wares might be displayed openly&lt;br /&gt;
for shoppers to feast their eyes on and perhaps touch longingly, their fingers&lt;br /&gt;
drifting over what they cannot afford.&lt;br /&gt;
~&lt;br /&gt;
INDOORS|LIGHT 1&lt;br /&gt;
PRIMARY|GROUND_ONLY&lt;br /&gt;
40001 0 0 0 0 0 0 0 0 0&lt;br /&gt;
250000 2500&lt;br /&gt;
1&lt;br /&gt;
a simple door~&lt;br /&gt;
simple door~&lt;br /&gt;
It looks plainly made.~&lt;br /&gt;
1 4500 450 ISDOOR|CLOSED|LOCKED|LOCK_LEVEL 45&lt;br /&gt;
1&lt;br /&gt;
1732 // countertop&lt;br /&gt;
#40003&lt;br /&gt;
An Office~&lt;br /&gt;
office~&lt;br /&gt;
Businesslike and professional, this office is the refuge of that newly risen &lt;br /&gt;
social class, the man of business. A minimum of shelving for books, of course,&lt;br /&gt;
since it would not do to seem too educated and uppity; yet plenty of room for&lt;br /&gt;
loose papers, files, folders, and the omnipresent leather case, for the man&lt;br /&gt;
of business must seem diligent, serious, and concerned with every last detail.&lt;br /&gt;
The last element is of course the heavy wooden chair, with leather seat and&lt;br /&gt;
backing, which sits behind the desk, ready to be occupied.&lt;br /&gt;
~&lt;br /&gt;
INDOORS|LIGHT|INN 1&lt;br /&gt;
SECONDARY|NO_ADDITIONS&lt;br /&gt;
40001  0 0 0  0 0 0  0 0 0&lt;br /&gt;
150000 1500&lt;br /&gt;
1&lt;br /&gt;
a wooden door~&lt;br /&gt;
wooden door~&lt;br /&gt;
It looks plainly made.~&lt;br /&gt;
1 4500 450 ISDOOR|CLOSED|LOCKED|TIMED_PICK|LOCK_LEVEL 45&lt;br /&gt;
1&lt;br /&gt;
1729 // 1729 desk&lt;br /&gt;
#40010&lt;br /&gt;
Below a Man Hole~&lt;br /&gt;
man_hole~&lt;br /&gt;
It appears as if an exit up to street level is here.&lt;br /&gt;
~&lt;br /&gt;
INDOORS 1&lt;br /&gt;
PRIMARY|UNDERGROUND&lt;br /&gt;
40002  0 0 0  0 0 0  0 0 0&lt;br /&gt;
250000 2500&lt;br /&gt;
1&lt;br /&gt;
a man hole cover~&lt;br /&gt;
cover man hole cover~&lt;br /&gt;
It's round and made of rusty iron.&lt;br /&gt;
~&lt;br /&gt;
1 4500 450 ISDOOR|CLOSED|LOCKED|TIMED_PICK|LOCK_LEVEL 45&lt;br /&gt;
0&lt;br /&gt;
#40011&lt;br /&gt;
In the Sewers~&lt;br /&gt;
sewer~&lt;br /&gt;
Dank, dark and rather rank, you are trudging through sludge that originated who&lt;br /&gt;
knows where.&lt;br /&gt;
~&lt;br /&gt;
INDOORS 1&lt;br /&gt;
SECONDARY|UNDERGROUND&lt;br /&gt;
40002  0 0 0  0 0 0  0 0 0&lt;br /&gt;
150000 1500&lt;br /&gt;
0&lt;br /&gt;
0&lt;br /&gt;
#0&lt;br /&gt;
&lt;br /&gt;
#HOUSE_ZONES&lt;br /&gt;
#40001 3 // Houses and shops &lt;br /&gt;
40001    //   along the street&lt;br /&gt;
40003&lt;br /&gt;
40004&lt;br /&gt;
#40002 1 // The Sewers&lt;br /&gt;
40002&lt;br /&gt;
#0&lt;br /&gt;
&lt;br /&gt;
#MOBPROCS&lt;br /&gt;
#40000 {&lt;br /&gt;
_comment Female Townspeople Name Bits&lt;br /&gt;
_set_bit $v $$SAMPLE_NAME_MARY&lt;br /&gt;
_set_bit $v $$SAMPLE_NAME_LOUISA&lt;br /&gt;
_set_bit $v $$SAMPLE_NAME_KATHY&lt;br /&gt;
_set_bit $v $$SAMPLE_NAME_ANNIE&lt;br /&gt;
_set_bit $v $$SAMPLE_NAME_BETSY&lt;br /&gt;
_comment Male Townspeople Name Bits&lt;br /&gt;
_set_bit $v $$SAMPLE_NAME_JOHN&lt;br /&gt;
_set_bit $v $$SAMPLE_NAME_PAUL&lt;br /&gt;
_set_bit $v $$SAMPLE_NAME_GEORGE&lt;br /&gt;
_set_bit $v $$SAMPLE_NAME_MICHAEL&lt;br /&gt;
_set_bit $v $$SAMPLE_NAME_PETER&lt;br /&gt;
}&lt;br /&gt;
#40001 {&lt;br /&gt;
_comment This procedure exits an act if the mob is fighting.  &lt;br /&gt;
_if [is_fight($n)] (&lt;br /&gt;
 emote looks too distracted right now.&lt;br /&gt;
 _exit&lt;br /&gt;
)&lt;br /&gt;
}&lt;br /&gt;
#0&lt;br /&gt;
&lt;br /&gt;
#MOBILES&lt;br /&gt;
#40000 IA                            &lt;br /&gt;
daemon control~&lt;br /&gt;
a control daemon~&lt;br /&gt;
A control daemon is here being bossy.&lt;br /&gt;
~&lt;br /&gt;
Just another nondescript automaton.&lt;br /&gt;
~&lt;br /&gt;
INHERITS&lt;br /&gt;
MOB: $$Immort_Level_01&lt;br /&gt;
ENDINHERITS&lt;br /&gt;
ALTERATIONS&lt;br /&gt;
Flags: SENTINEL|WIZINVIS|HAS_ACTS&lt;br /&gt;
Sex: male&lt;br /&gt;
ENDALTERATIONS&lt;br /&gt;
ACTS&lt;br /&gt;
ACT_LOAD {&lt;br /&gt;
/* NOTE:  sets all variables to 0 and initializes string variables */&lt;br /&gt;
_set_variable $v number 0&lt;br /&gt;
_set_variable $R number 0&lt;br /&gt;
_call_proc 40000 // This sets all the names as available&lt;br /&gt;
}&lt;br /&gt;
ACT_MTELL_TURBO &amp;quot;GET_SAMPLE_NAME&amp;quot; {&lt;br /&gt;
_switch_vict                                  // get mteller as $N&lt;br /&gt;
_if ![is_valid($N)] (&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [eval_vs_constant($v) = 0] (               // If no names available&lt;br /&gt;
 _break                                       // load with no changes.&lt;br /&gt;
)                                              // Otherwise, randomly pick a&lt;br /&gt;
_function $R = RAND 1 10                       // name to use &amp;amp; set all info&lt;br /&gt;
_if [eval_vs_constant($R) = 1] (               // on the mob and then break.&lt;br /&gt;
 _if [bit_is_set($v, $$SAMPLE_NAME_MARY )] (  // Notice the space after the define!&lt;br /&gt;
   _remove_bit $v $$SAMPLE_NAME_MARY         &lt;br /&gt;
   _mset $N name Mary old woman person townsperson&lt;br /&gt;
   _mset $N short Old Mary&lt;br /&gt;
   _mset $N long Old Mary is here, mumbling.&lt;br /&gt;
   _mset $N sex 2&lt;br /&gt;
   _break&lt;br /&gt;
 )&lt;br /&gt;
 _mtell $n GET_SAMPLE_NAME                   // If the name's not available&lt;br /&gt;
 _break                                      // try again picking a new number&lt;br /&gt;
)&lt;br /&gt;
_if [eval_vs_constant($R) = 2] (&lt;br /&gt;
 _if [bit_is_set($v, $$SAMPLE_NAME_LOUISA)] (&lt;br /&gt;
   _remove_bit $v $$SAMPLE_NAME_LOUISA&lt;br /&gt;
   _mset $N name Louisa young lady person townsperson&lt;br /&gt;
   _mset $N short young Louisa&lt;br /&gt;
   _mset $N long A young lady is here, looking pretty.&lt;br /&gt;
   _mset $N sex 2&lt;br /&gt;
   _break&lt;br /&gt;
 )&lt;br /&gt;
 _mtell $n GET_SAMPLE_NAME&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [eval_vs_constant($R) = 3] (&lt;br /&gt;
 _if [bit_is_set($v, $$SAMPLE_NAME_KATHY)] (&lt;br /&gt;
   _remove_bit $v $$SAMPLE_NAME_KATHY&lt;br /&gt;
   _mset $N name Kathy person townsperson&lt;br /&gt;
   _mset $N short Kathy&lt;br /&gt;
   _mset $N long Kathy is here, milling about aimlessly. &lt;br /&gt;
   _mset $N sex 2&lt;br /&gt;
   _break&lt;br /&gt;
 )&lt;br /&gt;
 _mtell $n GET_SAMPLE_NAME&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [eval_vs_constant($R) = 4] (&lt;br /&gt;
 _if [bit_is_set($v, $$SAMPLE_NAME_ANNIE)] (&lt;br /&gt;
   _remove_bit $v $$SAMPLE_NAME_ANNIE&lt;br /&gt;
   _mset $N name Annie maid girl servant person townsperson&lt;br /&gt;
   _mset $N short Annie the maid&lt;br /&gt;
   _mset $N long Annie the maid, is here, looking bored.&lt;br /&gt;
   _mset $N sex 2&lt;br /&gt;
   _break&lt;br /&gt;
 )&lt;br /&gt;
 _mtell $n GET_SAMPLE_NAME&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [eval_vs_constant($R) = 5] (&lt;br /&gt;
 _if [bit_is_set($v, $$SAMPLE_NAME_BETSY)] (&lt;br /&gt;
   _remove_bit $v $$SAMPLE_NAME_BETSY&lt;br /&gt;
   _mset $N name Betsy person townsperson&lt;br /&gt;
   _mset $N short Betsy&lt;br /&gt;
   _mset $N long Betsy is here, all the way from Pike.&lt;br /&gt;
   _mset $N sex 2&lt;br /&gt;
   _break&lt;br /&gt;
 )&lt;br /&gt;
 _mtell $n GET_SAMPLE_NAME&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [eval_vs_constant($R) = 6] (&lt;br /&gt;
 _if [bit_is_set($v, $$SAMPLE_NAME_JOHN)] (&lt;br /&gt;
   _remove_bit $v $$SAMPLE_NAME_JOHN&lt;br /&gt;
   _mset $N name John tourist person townsperson&lt;br /&gt;
   _mset $N short John the tourist&lt;br /&gt;
   _mset $N long John is here, dressed in a garish hawaiian shirt.&lt;br /&gt;
   _mset $N sex 1&lt;br /&gt;
   _break&lt;br /&gt;
 )&lt;br /&gt;
 _mtell $n GET_SAMPLE_NAME&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [eval_vs_constant($R) = 7] (&lt;br /&gt;
 _if [bit_is_set($v, $$SAMPLE_NAME_PAUL)] (&lt;br /&gt;
   _remove_bit $v $$SAMPLE_NAME_PAUL&lt;br /&gt;
   _mset $N name Paul person townsperson&lt;br /&gt;
   _mset $N short Paul&lt;br /&gt;
   _mset $N long Paul is here, looking about for Louisa.&lt;br /&gt;
   _mset $N sex 1&lt;br /&gt;
   _break&lt;br /&gt;
 )&lt;br /&gt;
 _mtell $n GET_SAMPLE_NAME&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [eval_vs_constant($R) = 8] (&lt;br /&gt;
 _if [bit_is_set($v, $$SAMPLE_NAME_GEORGE)] (&lt;br /&gt;
   _remove_bit $v $$SAMPLE_NAME_GEORGE&lt;br /&gt;
   _mset $N name George bum person townsperson&lt;br /&gt;
   _mset $N short George the bum&lt;br /&gt;
   _mset $N long George is here looking for handouts.&lt;br /&gt;
   _mset $N sex 1&lt;br /&gt;
   _break&lt;br /&gt;
 )&lt;br /&gt;
 _mtell $n GET_SAMPLE_NAME&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [eval_vs_constant($R) = 9] (&lt;br /&gt;
 _if [bit_is_set($v, $$SAMPLE_NAME_MICHAEL)] (&lt;br /&gt;
   _remove_bit $v $$SAMPLE_NAME_MICHAEL&lt;br /&gt;
   _mset $N name Michael important person townsperson&lt;br /&gt;
   _mset $N short Michael&lt;br /&gt;
   _mset $N long Michael is here looking important.&lt;br /&gt;
   _mset $N sex 1&lt;br /&gt;
   _break&lt;br /&gt;
 )&lt;br /&gt;
 _mtell $n GET_SAMPLE_NAME&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [eval_vs_constant($R) = 10] (&lt;br /&gt;
 _if [bit_is_set($v, $$SAMPLE_NAME_PETER)] (&lt;br /&gt;
   _remove_bit $v $$SAMPLE_NAME_PETER&lt;br /&gt;
   _switch_vict  // get mteller as $N&lt;br /&gt;
   _mset $N name Peter person townsperson&lt;br /&gt;
   _mset $N short Peter&lt;br /&gt;
   _mset $N long Peter is here, milling about aimlessly.&lt;br /&gt;
   _mset $N sex 1&lt;br /&gt;
   _break&lt;br /&gt;
 )&lt;br /&gt;
 _mtell $n GET_SAMPLE_NAME&lt;br /&gt;
)&lt;br /&gt;
}&lt;br /&gt;
ACT_MTELL_TURBO &amp;quot;SAMPLE_NAME_FREE&amp;quot; {  // Reset names as available&lt;br /&gt;
_if [name($N) = &amp;quot;Mary&amp;quot;] (           // When that mob dies.&lt;br /&gt;
 _set_bit $v $$SAMPLE_NAME_MARY&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [name($N) = &amp;quot;Louisa&amp;quot;] (&lt;br /&gt;
 _set_bit $v $$SAMPLE_NAME_LOUISA&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [name($N) = &amp;quot;Kathy&amp;quot;] (&lt;br /&gt;
 _set_bit $v $$SAMPLE_NAME_KATHY&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [name($N) = &amp;quot;Annie&amp;quot;] (&lt;br /&gt;
 _set_bit $v $$SAMPLE_NAME_ANNIE&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [name($N) = &amp;quot;Betsy&amp;quot;] (&lt;br /&gt;
 _set_bit $v $$SAMPLE_NAME_BETSY&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [name($N) = &amp;quot;John&amp;quot;] (&lt;br /&gt;
 _set_bit $v $$SAMPLE_NAME_JOHN&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [name($N) = &amp;quot;Paul&amp;quot;] (&lt;br /&gt;
 _set_bit $v $$SAMPLE_NAME_PAUL&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [name($N) = &amp;quot;George&amp;quot;] (&lt;br /&gt;
 _set_bit $v $$SAMPLE_NAME_GEORGE&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [name($N) = &amp;quot;Michael&amp;quot;] (&lt;br /&gt;
 _set_bit $v $$SAMPLE_NAME_MICHAEL&lt;br /&gt;
 _break&lt;br /&gt;
)&lt;br /&gt;
_if [name($N) = &amp;quot;Peter&amp;quot;] (&lt;br /&gt;
 _set_bit $v $$SAMPLE_NAME_PETER&lt;br /&gt;
)&lt;br /&gt;
}&lt;br /&gt;
ENDACTS&lt;br /&gt;
#40001 EIA&lt;br /&gt;
person townsperson Mary Louisa Kathy Annie Betsy John Paul George Michael Peter~&lt;br /&gt;
a townsperson~&lt;br /&gt;
A townsperson is here.&lt;br /&gt;
~&lt;br /&gt;
This man looks very similar to every other man in town.&lt;br /&gt;
~&lt;br /&gt;
This woman looks very similar to every other woman in town.&lt;br /&gt;
~&lt;br /&gt;
INHERITS&lt;br /&gt;
MOB: $$LEVEL_11&lt;br /&gt;
ENDINHERITS&lt;br /&gt;
ALTERATIONS&lt;br /&gt;
Flags: STAY_AREA|HAS_ACTS&lt;br /&gt;
ENDALTERATIONS&lt;br /&gt;
ACTS&lt;br /&gt;
ACT_LOAD {&lt;br /&gt;
// Regardless if a name is picked or not switch&lt;br /&gt;
// the active extra description if mob is female,&lt;br /&gt;
// otherwise uses default description for males.&lt;br /&gt;
_if [sex($n) = 2] (&lt;br /&gt;
 _switch_description 1&lt;br /&gt;
) &lt;br /&gt;
// message control daemon to pick a name&lt;br /&gt;
_mtell 40000 GET_SAMPLE_NAME       &lt;br /&gt;
}&lt;br /&gt;
ACT_DEATH {&lt;br /&gt;
// message control daemon to free up name&lt;br /&gt;
_mtell 40000 SAMPLE_NAME_FREE      &lt;br /&gt;
}&lt;br /&gt;
ACT_ACT &amp;quot;waves a welcome to you.&amp;quot; {&lt;br /&gt;
_call_proc 40001 // Exit act if mob is fighting&lt;br /&gt;
_call_proc 666   // This is a procedure to check&lt;br /&gt;
smile $N         // if the victim is valid&lt;br /&gt;
}&lt;br /&gt;
ACT_RANDOM 10 {&lt;br /&gt;
_call_proc 40001 // Exit act if mob is fighting&lt;br /&gt;
emote mills about aimlessly.&lt;br /&gt;
}&lt;br /&gt;
ENDACTS&lt;br /&gt;
#40005 IA                            &lt;br /&gt;
innkeeper Bob~&lt;br /&gt;
Bob, the innkeeper, ~&lt;br /&gt;
Bob is here minding his inn.&lt;br /&gt;
~&lt;br /&gt;
Bob looks like an average fellow.&lt;br /&gt;
~&lt;br /&gt;
INHERITS&lt;br /&gt;
MOB: $$LEVEL_50&lt;br /&gt;
ENDINHERITS&lt;br /&gt;
ALTERATIONS&lt;br /&gt;
Flags: INNKEEPER|SHOPKEEPER&lt;br /&gt;
Affects: NO_INVIS&lt;br /&gt;
Sex: male&lt;br /&gt;
ENDALTERATIONS&lt;br /&gt;
#0&lt;br /&gt;
&lt;br /&gt;
#OBJECTS&lt;br /&gt;
#40000&lt;br /&gt;
board sample~&lt;br /&gt;
the sample board~&lt;br /&gt;
A board stands here to hold notes about the sample area.~&lt;br /&gt;
BOARD NO_PURGE NO_TAKE&lt;br /&gt;
1 1 1 -1&lt;br /&gt;
-1 -1 40000&lt;br /&gt;
E&lt;br /&gt;
board sample notes~&lt;br /&gt;
This is a wooden frame holds notes concerning this sample area.&lt;br /&gt;
&lt;br /&gt;
To read a message, type READ SAMPLE .&lt;br /&gt;
To write a message on the board, type WRITE SAMPLE .&lt;br /&gt;
To end a message, type the @ symbol on a blank line.&lt;br /&gt;
To erase an old message of yours, type ERASE SAMPLE &lt;br /&gt;
&lt;br /&gt;
~&lt;br /&gt;
#40003 &lt;br /&gt;
well wooden~&lt;br /&gt;
the wooden well~&lt;br /&gt;
A wooden well sits at the side of the street offering refreshment.~&lt;br /&gt;
FOUNTAIN NO_PURGE NO_TAKE&lt;br /&gt;
1 1 1 -1&lt;br /&gt;
0  0 0 0  0 0 0  0 0 0&lt;br /&gt;
E&lt;br /&gt;
well wooden~&lt;br /&gt;
Dark water sloshes deep within the well.&lt;br /&gt;
~&lt;br /&gt;
#40011&lt;br /&gt;
pie cream~&lt;br /&gt;
a cream pie~&lt;br /&gt;
A fluffy cream pie has been left here.~&lt;br /&gt;
FOOD THROWABLE HOLD&lt;br /&gt;
1 2 10 48&lt;br /&gt;
food values go here&lt;br /&gt;
E&lt;br /&gt;
pie cream~&lt;br /&gt;
Mounds of fluffy whipped cream sit in this&lt;br /&gt;
pie crust just begging to be thrown at someone.&lt;br /&gt;
~&lt;br /&gt;
#0&lt;br /&gt;
&lt;br /&gt;
#RESETS&lt;br /&gt;
#-1&lt;br /&gt;
O 40000 40003  Local board in town square&lt;br /&gt;
O 40003 40003  well at town square&lt;br /&gt;
O  1020 40005  mailbox &lt;br /&gt;
O  1030 40005  welcome board&lt;br /&gt;
O  1031 40005  directory&lt;br /&gt;
O  1032 40005  news board&lt;br /&gt;
S&lt;br /&gt;
#4&lt;br /&gt;
D 40012 S C  closes south exit from 40012&lt;br /&gt;
D 40011 N C  closes north exit from 40011&lt;br /&gt;
D 40010 S C  closes south exit from 40010&lt;br /&gt;
D 40009 N C  closes north exit from 40009&lt;br /&gt;
D 40005 W C  closes west exit from 40005&lt;br /&gt;
S&lt;br /&gt;
#96&lt;br /&gt;
M 40005 40005  Innkeeper in his inn&lt;br /&gt;
O   205    -1    shirt&lt;br /&gt;
O   209    -1    paints&lt;br /&gt;
O   213    -1    shoes&lt;br /&gt;
O   256     0     basic food item for sale&lt;br /&gt;
O   306     0     basic food item for sale&lt;br /&gt;
O   307     0     basic food item  for sale&lt;br /&gt;
O   299     0     torch for sale&lt;br /&gt;
O   261     0     candle for sale&lt;br /&gt;
O  1010     0     notes for sale&lt;br /&gt;
O   274     0     waterskin for sale&lt;br /&gt;
O    55 40006  table&lt;br /&gt;
O   256     1     a loaf of bread on the table &lt;br /&gt;
M 40009 40009  Armorer in the armory&lt;br /&gt;
O   205    -1    shirt&lt;br /&gt;
O   209    -1    paints&lt;br /&gt;
O   213    -1    shoes&lt;br /&gt;
O   239     0     basic weapons for sale&lt;br /&gt;
O   242     0     basic weapons for sale&lt;br /&gt;
O   248     0     basic weapons for sale&lt;br /&gt;
O   725     0     basic weapons for sale&lt;br /&gt;
O   850     0     basic weapons for sale&lt;br /&gt;
O   835     0     basic weapons for sale&lt;br /&gt;
O   206     0     basic armor &amp;amp; clothing for sale&lt;br /&gt;
O   220     0     basic armor &amp;amp; clothing for sale&lt;br /&gt;
O   237     0     basic armor &amp;amp; clothing for sale&lt;br /&gt;
O   501     O     arrows for sale&lt;br /&gt;
O   502     0     xbow bolts for sale&lt;br /&gt;
O   503     0     xbow bolts for sale&lt;br /&gt;
O   504     0     xbow bolts for sale&lt;br /&gt;
M 40010 40010  Banker in the bank&lt;br /&gt;
O   205    -1    shirt&lt;br /&gt;
O   209    -1    paints&lt;br /&gt;
O   213    -1    shoes&lt;br /&gt;
M 40011 40011  Baker in the bakery&lt;br /&gt;
O   205    -1    shirt&lt;br /&gt;
O   209    -1    paints&lt;br /&gt;
O   213    -1    shoes&lt;br /&gt;
O   256     0     bread for sale&lt;br /&gt;
O   308     0     cake for sale&lt;br /&gt;
O 40011     0     cream pies for sale&lt;br /&gt;
M 40012 40012  Outfitter in his shop&lt;br /&gt;
O   205    -1    shirt&lt;br /&gt;
O   209    -1    paints&lt;br /&gt;
O   213    -1    shoes&lt;br /&gt;
O   262     0     lantern for sale&lt;br /&gt;
O   263     0     oil for sale&lt;br /&gt;
O   299     0     torch for sale&lt;br /&gt;
O   266     0     backpack for sale&lt;br /&gt;
O    50     0     bags for sale&lt;br /&gt;
O    51     0     boxes for sale&lt;br /&gt;
O   261     0     candle for sale&lt;br /&gt;
O   274     0     waterskin for sale&lt;br /&gt;
O   601     0     roll of bandages for sale&lt;br /&gt;
O   201     0     basic armor &amp;amp; clothing for sale&lt;br /&gt;
O   211     0     basic armor &amp;amp; clothing for sale&lt;br /&gt;
O   232     0     basic armor &amp;amp; clothing for sale&lt;br /&gt;
M  7524 40001  dog in street&lt;br /&gt;
M  7607 40002  horse in street&lt;br /&gt;
M  7542 40003  cat in street&lt;br /&gt;
S&lt;br /&gt;
#0&lt;br /&gt;
&lt;br /&gt;
#SHOPS&lt;br /&gt;
#40005  Innkeeper &lt;br /&gt;
7&lt;br /&gt;
256 306 307 299 261 274 1010&lt;br /&gt;
140 50&lt;br /&gt;
LIGHT|DRINK_CON&lt;br /&gt;
0 24 24 24&lt;br /&gt;
0 10&lt;br /&gt;
#40009  Armorer&lt;br /&gt;
13&lt;br /&gt;
239 242 248 725 850 835 206 220 237 501 502 503 504&lt;br /&gt;
140 50&lt;br /&gt;
WEAPON|ARMOR|AMMO&lt;br /&gt;
8 19 24 24&lt;br /&gt;
0 10&lt;br /&gt;
#40011  Baker&lt;br /&gt;
3&lt;br /&gt;
256 308 40011&lt;br /&gt;
FOOD&lt;br /&gt;
6 19 24 24&lt;br /&gt;
0 10&lt;br /&gt;
#40012  Outfitter&lt;br /&gt;
12&lt;br /&gt;
262 263 299 266 50 51 261 274 601 201 211 232&lt;br /&gt;
MISC|LIGHT|CONTAINER|DRINK_CON|WEAPON|ARMOR|AMMO&lt;br /&gt;
8 19 24 24&lt;br /&gt;
0 10&lt;br /&gt;
#0&lt;br /&gt;
   &lt;br /&gt;
#WEATHER&lt;br /&gt;
#40000&lt;br /&gt;
WINTER&lt;br /&gt;
 Sections: 4&lt;br /&gt;
 CLEAR 40&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The clouds disappear.~&lt;br /&gt;
	 cloudless~&lt;br /&gt;
	 A light breeze begins to blow.~&lt;br /&gt;
	 The clouds disappear from the night sky.~&lt;br /&gt;
	 cloudless and sprinkled with stars~&lt;br /&gt;
	 A light breeze begins to blow through the night air.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The breeze dies and the air around you is still.~&lt;br /&gt;
	 clear~&lt;br /&gt;
	 A stiff breeze stirs the air around you.~&lt;br /&gt;
	 The breeze dies and the night is still.~&lt;br /&gt;
	 clear and starry~&lt;br /&gt;
	 A stiff breeze stirs the cool night air around you.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The air around you is calmer as the breeze diminishes in strength.~&lt;br /&gt;
	 clear and brisk~&lt;br /&gt;
	 A brisk wind begins to blow.~&lt;br /&gt;
	 The sounds of the night resume as the breeze diminishes in strength.~&lt;br /&gt;
	 clear and brisk and sparkles with bright pinpricks of light~&lt;br /&gt;
	 A brisk wind begins to blow.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 The wind dies out to a gentle breeze.~&lt;br /&gt;
	 clear and free of clouds~&lt;br /&gt;
	 The night wind dies out to a gentle breeze.~&lt;br /&gt;
	 clear and free of clouds and the Milky Way can be seen clearly~&lt;br /&gt;
 CLOUDS 15&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 streaked with high, light clouds~&lt;br /&gt;
	 With the rising breeze, the clouds begin to coalesce in the sky.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 streaked with light wispy clouds against the night sky~&lt;br /&gt;
	 With the rising breeze, the clouds begin to coalesce in the night sky.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The breeze shifts and the clouds thin out.~&lt;br /&gt;
	 partly cloudy with a light breeze blowing~&lt;br /&gt;
	 The clouds billow and become more plump as the breeze shifts.~ &lt;br /&gt;
	 The breeze shifts and the clouds thin out across the night sky.~&lt;br /&gt;
	 dark and partly cloudy with a light breeze blowing~&lt;br /&gt;
	 The clouds billow in the night sky and become more plump as the breeze shifts.~ &lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The clouds begin to break up and float their separate ways.~&lt;br /&gt;
	 scattered with white fluffy clouds~&lt;br /&gt;
	 The winds pick up and the clouds gather, filling the sky.~&lt;br /&gt;
	 The clouds begin to break up and float their separate ways across the night sky.~&lt;br /&gt;
	 dark and scattered with fluffy clouds~&lt;br /&gt;
	 The winds pick up and the clouds gather, filling the night sky.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 The winds shift and the clouds disperse some.~&lt;br /&gt;
	 full of white fluffy clouds~&lt;br /&gt;
	 The winds shift and the clouds disperse across the night sky.~&lt;br /&gt;
	 dark and full of clouds~&lt;br /&gt;
 RAIN 25&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 dark and cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40&lt;br /&gt;
	 The rain stops falling.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 It begins to rain harder.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 grey with a steady rain falling~&lt;br /&gt;
	 The wind shifts and the sky opens up in a downpour.~&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 dark with a steady rain falling~&lt;br /&gt;
	 The wind shifts and the night sky opens up in a downpour.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40&lt;br /&gt;
	 The winds shift and the rain no longer pours down from the skies as hard.~&lt;br /&gt;
	 dark and gloomy~&lt;br /&gt;
 STORMS 20&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 dark and cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40&lt;br /&gt;
	 The rain stops falling.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 It begins to rain harder.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 Lightning flashes across the sky, rolling thunder crashing behind it.~&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 Lightning flashes across the night sky, rolling thunder crashing behind it.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 Lightning flashes in the sky.~&lt;br /&gt;
	 lit by flashes of lightning~&lt;br /&gt;
	 Lightning flashes in the night sky.~&lt;br /&gt;
	 lit by flashes of lightning~&lt;br /&gt;
SPRING&lt;br /&gt;
 Sections: 4&lt;br /&gt;
 CLEAR 45&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The clouds disappear.~&lt;br /&gt;
	 cloudless~&lt;br /&gt;
	 A light breeze begins to blow.~&lt;br /&gt;
	 The clouds disappear from the night sky.~&lt;br /&gt;
	 cloudless and sprinkled with stars~&lt;br /&gt;
	 A light breeze begins to blow through the night air.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The breeze dies and the air around you is still.~&lt;br /&gt;
	 clear~&lt;br /&gt;
	 A stiff breeze stirs the air around you.~&lt;br /&gt;
	 The breeze dies and the night is still.~&lt;br /&gt;
	 clear and starry~&lt;br /&gt;
	 A stiff breeze stirs the night air around you.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The air around you is calmer as the breeze diminishes in strength.~&lt;br /&gt;
	 clear and brisk~&lt;br /&gt;
	 A brisk wind begins to blow.~&lt;br /&gt;
	 The sounds of the night resume as the breeze diminishes in strength.~&lt;br /&gt;
	 clear and brisk and sparkles with bright pinpricks of light~&lt;br /&gt;
	 A brisk wind begins to blow.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 The wind dies out to a gentle breeze.~&lt;br /&gt;
	 clear and free of clouds~&lt;br /&gt;
	 The night wind dies out to a gentle breeze.~&lt;br /&gt;
	 clear and free of clouds and the Milky Way can be seen clearly~&lt;br /&gt;
 CLOUDS 10&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 streaked with high, light clouds~&lt;br /&gt;
	 With the rising breeze, the clouds begin to coalesce in the sky.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 streaked with light wispy clouds against the night sky~&lt;br /&gt;
	 With the rising breeze, the clouds begin to coalesce in the night sky.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The breeze shifts and the clouds thin out.~&lt;br /&gt;
	 partly cloudy with a light breeze blowing~&lt;br /&gt;
	 The clouds billow and become more plump as the breeze shifts.~ &lt;br /&gt;
	 The breeze shifts and the clouds thin out across the night sky.~&lt;br /&gt;
	 dark and partly cloudy with a light breeze blowing~&lt;br /&gt;
	 The clouds billow in the night sky and become more plump as the breeze shifts.~ &lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The clouds begin to break up and float their separate ways.~&lt;br /&gt;
	 scattered with white fluffy clouds~&lt;br /&gt;
	 The winds pick up and the clouds gather, filling the sky.~&lt;br /&gt;
	 The clouds begin to break up and float their separate ways across the night sky.~&lt;br /&gt;
	 dark and scattered with fluffy clouds~&lt;br /&gt;
	 The winds pick up and the clouds gather, filling the night sky.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 The winds shift and the clouds disperse some.~&lt;br /&gt;
	 full of white fluffy clouds~&lt;br /&gt;
	 The winds shift and the clouds disperse across the night sky.~&lt;br /&gt;
	 dark and full of clouds~&lt;br /&gt;
 RAIN 25&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 dark and cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40&lt;br /&gt;
	 The rain stops falling.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 It begins to rain harder.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 grey with a steady rain falling~&lt;br /&gt;
	 The wind shifts and the sky opens up in a downpour.~&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 dark with a steady rain falling~&lt;br /&gt;
	 The wind shifts and the night sky opens up in a downpour.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40&lt;br /&gt;
	 The winds shift and the rain no longer pours down from the skies as hard.~&lt;br /&gt;
	 dark and gloomy~&lt;br /&gt;
 STORMS 20&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 dark and cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40&lt;br /&gt;
	 The rain stops falling.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 It begins to rain harder.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 Lightning flashes across the sky, rolling thunder crashing behind it.~&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 Lightning flashes across the night sky, rolling thunder crashing behind it.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 Lightning flashes in the sky.~&lt;br /&gt;
	 lit by flashes of lightning~&lt;br /&gt;
	 Lightning flashes in the night sky.~&lt;br /&gt;
	 lit by flashes of lightning~&lt;br /&gt;
SUMMER&lt;br /&gt;
 Sections: 4&lt;br /&gt;
 CLEAR 45&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The clouds disappear.~&lt;br /&gt;
	 cloudless~&lt;br /&gt;
	 A light breeze begins to blow.~&lt;br /&gt;
	 The clouds disappear from the night sky.~&lt;br /&gt;
	 cloudless and sprinkled with stars~&lt;br /&gt;
	 A light breeze begins to blow through the night air.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The breeze dies and the air around you is still.~&lt;br /&gt;
	 clear~&lt;br /&gt;
	 A stiff breeze stirs the air around you.~&lt;br /&gt;
	 The breeze dies and the night is still.~&lt;br /&gt;
	 clear and starry~&lt;br /&gt;
	 A stiff breeze stirs the cool night air around you.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The air around you is calmer as the breeze diminishes in strength.~&lt;br /&gt;
	 clear and brisk~&lt;br /&gt;
	 A brisk wind begins to blow.~&lt;br /&gt;
	 The sounds of the night resume as the breeze diminishes in strength.~&lt;br /&gt;
	 sparkles with bright pinpricks of light~&lt;br /&gt;
	 A brisk wind begins to blow.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 The wind dies out to a gentle breeze.~&lt;br /&gt;
	 clear and free of clouds~&lt;br /&gt;
	 The night wind dies out to a gentle breeze.~&lt;br /&gt;
	 clear and free of clouds and the Milky Way can be seen clearly~&lt;br /&gt;
 CLOUDS 20&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 streaked with high, light clouds~&lt;br /&gt;
	 With the rising breeze, the clouds begin to coalesce in the sky.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 streaked with light wispy clouds against the night sky~&lt;br /&gt;
	 With the rising breeze, the clouds begin to coalesce in the night sky.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The breeze shifts and the clouds thin out.~&lt;br /&gt;
	 partly cloudy with a light breeze blowing~&lt;br /&gt;
	 The clouds billow and become more plump as the breeze shifts.~ &lt;br /&gt;
	 The breeze shifts and the clouds thin out across the night sky.~&lt;br /&gt;
	 dark and partly cloudy with a light breeze blowing~&lt;br /&gt;
	 The clouds billow in the night sky and become more plump as the breeze shifts.~ &lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The clouds begin to break up and float their separate ways.~&lt;br /&gt;
	 scattered with white fluffy clouds~&lt;br /&gt;
	 The winds pick up and the clouds gather, filling the sky.~&lt;br /&gt;
	 The clouds begin to break up and float their separate ways across the night sky.~&lt;br /&gt;
	 dark and scattered with fluffy clouds~&lt;br /&gt;
	 The winds pick up and the clouds gather, filling the night sky.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 The winds shift and the clouds disperse some.~&lt;br /&gt;
	 full of white fluffy clouds~&lt;br /&gt;
	 The winds shift and the clouds disperse across the night sky.~&lt;br /&gt;
	 dark and full of clouds~&lt;br /&gt;
 RAIN 15&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 dark and cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40&lt;br /&gt;
	 The rain stops falling.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 It begins to rain harder.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 grey with a steady rain falling~&lt;br /&gt;
	 The wind shifts and the sky opens up in a downpour.~&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 dark with a steady rain falling~&lt;br /&gt;
	 The wind shifts and the night sky opens up in a downpour.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40&lt;br /&gt;
	 The winds shift and the rain no longer pours down from the skies as hard.~&lt;br /&gt;
	 dark and gloomy~&lt;br /&gt;
 STORMS 20&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 dark and cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40&lt;br /&gt;
	 The rain stops falling.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 It begins to rain harder.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 Lightning flashes across the sky, rolling thunder crashing behind it.~&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 Lightning flashes across the night sky, rolling thunder crashing behind it.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 Lightning flashes in the sky.~&lt;br /&gt;
	 lit by flashes of lightning~&lt;br /&gt;
	 Lightning flashes in the night sky.~&lt;br /&gt;
	 lit by flashes of lightning~&lt;br /&gt;
FALL&lt;br /&gt;
 Sections: 4&lt;br /&gt;
 CLEAR 40&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The clouds disappear.~&lt;br /&gt;
	 cloudless~&lt;br /&gt;
	 A light breeze begins to blow.~&lt;br /&gt;
	 The clouds disappear from the night sky.~&lt;br /&gt;
	 cloudless and sprinkled with stars~&lt;br /&gt;
	 A light breeze begins to blow through the night air.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The breeze dies and the air around you is still.~&lt;br /&gt;
	 clear~&lt;br /&gt;
	 A stiff breeze stirs the air around you.~&lt;br /&gt;
	 The breeze dies and the night is still.~&lt;br /&gt;
	 clear and starry~&lt;br /&gt;
	 A stiff breeze stirs the cool night air around you.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The air around you is calmer as the breeze diminishes in strength.~&lt;br /&gt;
	 clear and brisk~&lt;br /&gt;
	 A brisk wind begins to blow.~&lt;br /&gt;
	 The sounds of the night resume as the breeze diminishes in strength.~&lt;br /&gt;
	 clear and brisk and sparkles with bright pinpricks of light~&lt;br /&gt;
	 A brisk wind begins to blow.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 The wind dies out to a gentle breeze.~&lt;br /&gt;
	 clear and free of clouds~&lt;br /&gt;
	 The night wind dies out to a gentle breeze.~&lt;br /&gt;
	 clear and free of clouds and the Milky Way can be seen clearly~&lt;br /&gt;
 CLOUDS 15&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 streaked with high, light clouds~&lt;br /&gt;
	 With the rising breeze, the clouds begin to coalesce in the sky.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 streaked with light wispy clouds against the night sky~&lt;br /&gt;
	 With the rising breeze, the clouds begin to coalesce in the night sky.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The breeze shifts and the clouds thin out.~&lt;br /&gt;
	 partly cloudy with a light breeze blowing~&lt;br /&gt;
	 The clouds billow and become more plump as the breeze shifts.~ &lt;br /&gt;
	 The breeze shifts and the clouds thin out across the night sky.~&lt;br /&gt;
	 dark and partly cloudy with a light breeze blowing~&lt;br /&gt;
	 The clouds billow in the night sky and become more plump as the breeze shifts.~ &lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The clouds begin to break up and float their separate ways.~&lt;br /&gt;
	 scattered with white fluffy clouds~&lt;br /&gt;
	 The winds pick up and the clouds gather, filling the sky.~&lt;br /&gt;
	 The clouds begin to break up and float their separate ways across the night sky.~&lt;br /&gt;
	 dark and scattered with fluffy clouds~&lt;br /&gt;
	 The winds pick up and the clouds gather, filling the night sky.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 The winds shift and the clouds disperse some.~&lt;br /&gt;
	 full of white fluffy clouds~&lt;br /&gt;
	 The winds shift and the clouds disperse across the night sky.~&lt;br /&gt;
	 dark and full of clouds~&lt;br /&gt;
 RAIN 25&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40&lt;br /&gt;
	 The rain stops falling.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 It begins to rain harder.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 grey with a steady rain falling~&lt;br /&gt;
	 The wind shifts and the sky opens up in a downpour.~&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 dark with a steady rain falling~&lt;br /&gt;
	 The wind shifts and the night sky opens up in a downpour.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 The winds shift and the rain no longer pours down from the skies as hard.~&lt;br /&gt;
	 dark and gloomy~&lt;br /&gt;
	 The winds shift and the rain no longer pours down from the night sky as hard.~&lt;br /&gt;
	 dark and gloomy~&lt;br /&gt;
 STORMS 20&lt;br /&gt;
   // Light Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The sky is getting cloudy.~&lt;br /&gt;
	 cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
	 The night sky is getting cloudy.~&lt;br /&gt;
	 dark and cloudy~&lt;br /&gt;
	 It starts to rain.~&lt;br /&gt;
   // Medium Section&lt;br /&gt;
   30 30 40&lt;br /&gt;
	 The rain stops falling.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 It begins to rain harder.~&lt;br /&gt;
   // Heavy Section&lt;br /&gt;
   30 30 40 N&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 Lightning flashes across the sky, rolling thunder crashing behind it.~&lt;br /&gt;
	 The rains continue to fall around you, but more gently.~&lt;br /&gt;
	 rainy~&lt;br /&gt;
	 Lightning flashes across the night sky, rolling thunder crashing behind it.~&lt;br /&gt;
   // Extreme Section&lt;br /&gt;
   60 40 N&lt;br /&gt;
	 Lightning flashes in the sky.~&lt;br /&gt;
	 lit by flashes of lightning~&lt;br /&gt;
	 Lightning flashes in the night sky.~&lt;br /&gt;
	 lit by flashes of lightning~&lt;br /&gt;
#0&lt;br /&gt;
#$&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Builder_Proposal&amp;diff=389</id>
		<title>The Builder Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Builder_Proposal&amp;diff=389"/>
		<updated>2020-04-25T04:25:56Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Preface =&lt;br /&gt;
Before continuing, ensure that you have read and follow [[The Immortal Proposal Process]].&lt;br /&gt;
&lt;br /&gt;
Builders on Legend are responsible for the maintenance of the current areas on the mud and the addition of new areas. All builders are expected to generate at least one new area, some others will be doing both maintenance and building at the same time.&lt;br /&gt;
&lt;br /&gt;
In order to understand what kind of programming skills are involved in building, a sample area file is available here. This example, while not complete by any means, should serve to give you a rough idea of what a builder creates from a blank file. Many of the areas on Legend are well over 200 kilobyte text files.&lt;br /&gt;
&lt;br /&gt;
= Area Guidance =&lt;br /&gt;
== The Area ==&lt;br /&gt;
You probably already know EXACTLY what kind of area you want. Before you run out and begin deep research the second you hit level 45, look around. What distinguishes your area from the ones already installed? What will it offer new for players to do? Talk to an imp or the head builder and see if there is any interest in such an area, or if it fits in with the rest of the mud.&lt;br /&gt;
The geographical location and time period will tell you much about the type of area that it will become. Are the people close to nature or are they environmentally incorrect? Is there a strong tradition of magic in the time period you want? How civilized were the people then? What level of technology did they use? Was the culture warlike? After you've decided on when and where you want to make an area, the next choice is 'Who is this area for?'.&lt;br /&gt;
&lt;br /&gt;
== Type of Area ==&lt;br /&gt;
Please note that Legend is not currently adding any new hometowns to the game. You may choose to design your proposal so your area is hometown-eligible, however.&lt;br /&gt;
&lt;br /&gt;
You can decide to have an area that people quake in their boots when they hear the mere mention of its name. But it should be obviously so, and well marked at the entrance as such. Or you could make an area that is heavy on quests and puzzles. You could choose for the NPCs there to be either total pacifists or just not have a quest completable for long extended periods of time if a vital mob is killed. Don't plan an area that is all quests or all hack n slash, however, as that simply means you are choosing to leave players out; you want your area to have enough depth to appeal to all sorts of players.&lt;br /&gt;
&lt;br /&gt;
You'll probably want a mix of the two. But in either case you should decide on the overall moral quality of the inhabitants. Are they all good, law abiding citizens? A den of cut-throats and thieves bent on only their own evil ways? Are they all boring run of the mill every day folk who are neither inherently good nor inherently evil? Maybe they just have a few tendencies in one direction or the other. You'll most likely end up with a mix of alignments, with saints, demons and Joe average, just like real life.&lt;br /&gt;
&lt;br /&gt;
== Rooms ==&lt;br /&gt;
One of the most distinguishing features of a mud and even an individual area is the FEEL of the place. Does the place drip with atmosphere as you walk through it? This can be accomplished through a variety of ways.&lt;br /&gt;
The easiest and most over-looked is probably the room descriptions.&lt;br /&gt;
&lt;br /&gt;
Another consideration is the SCALE of the place. Are players going to have to walk thru room after room of similar places like Along the Great Wall of China for too long? There are ways other than repeating rooms to convey great distances. Long room descriptions can make for crowded, busy rooms, or a sense of time taken to travel the distance of the room. When combined with a higher move cost the illusion of a larger distance is compacted into fewer rooms.&lt;br /&gt;
&lt;br /&gt;
This leads right into variety. You want a variety of rooms so that people don't get too bored that first time they read your room descriptions. Also, a flat grid-style map is more predictable and calls for less use of skills than a varied, &amp;quot;three-dimensional&amp;quot; map which is harder to map on paper but provides many more nooks and crannies and interesting places to hide, explore and escape.&lt;br /&gt;
&lt;br /&gt;
Mazes are often rendered ridiculous. We're not immune to that either. But plain garden variety hedge mazes also get boring and predictable. Perhaps you could add elements of surprise by incorporating false leads, traps, hidden exits, and unsuspected twists and turns. Repetition of room titles, descriptions and exits does not a good maze necessarily make.&lt;br /&gt;
&lt;br /&gt;
== Mobiles or NPCs ==&lt;br /&gt;
The non-player characters (NPCs), or mobs as they are commonly called aren't just fodder. They are what drive quests, hands out hints, provides interaction without having to have an Immortal switch into them or force them to do things. With the complex acts system here, the possibilities are nearly endless.&lt;br /&gt;
But if every NPC had the same number of hit points, same pat responses, and approach, players would quickly become bored.&lt;br /&gt;
&lt;br /&gt;
When designing your area you should make a list of all possible NPCs, probably a few more than you think is feasible just to have something to choose from, or even work on later. Areas on the whole should be open to anyone, but recommended level ranges are not unheard of. You should try to spread out levels represented as well as alignments unless your area is undeniable skewed in one direction or the other. Also don't just load 20 of the same mobs and figure it's good enough. Variety is the spice of any adventurer's life - Mobiles with different fight tactics, or ones that are more or less susceptible to different tactics are more attractive to everyone, and won't cater to just one specific character type.&lt;br /&gt;
&lt;br /&gt;
=== Mob Scenes ===&lt;br /&gt;
For your &amp;quot;unique&amp;quot; NPCs determine before hand what type of person they are going to be. How will they interact with players? Other NPCs? With their surroundings? What are their special quirks that make them unique? Almost anything you can think of can be done with the MOB ACTS system.&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
Before you create any objects or assign them any values read over the guidelines carefully and look around at many of the items already in the game. Consistency will help create diversity in the mud. By having an aesthetic choice between two sets of equipment that are otherwise identical, players will be better able to play their role. It gets pretty monotonous when everyone is wearing the same 'Approved Set of Equipment' instead of being individuals. Also, remember that duplicating popular pieces of equipment as quest rewards allows you to reduce the rent on that item, making your area an instant fashion success.&lt;br /&gt;
New equipment should vary as well as balance with what's already there. Say the average plain sword in the game does an average of 1d10 damage and weighs 10 kg. You shouldn't necessarily think to yourself, 'Bah, that's silly. My sword is going to be MUCH better than that.' Guidelines are such for a reason, helping provide stability and a degree of predictability to the game that otherwise escalates in a twisted game of one-upmanship. Powerful does mean popular, but doesn't mean it should be widely available. It should be powerful because it's special, not everyone has one, and goes beyond the ordinary in some fashion. But the average should be kept within the established guidelines, not continually exceed them.&lt;br /&gt;
&lt;br /&gt;
When deciding how widely available a given item should be you need to consider if it can or even should be sold in shops or to them. If it is a quest item that you expect people to get for themselves, it probably shouldn't be auctionable. Also, you can limit long term usefulness by making items timed. If you really think the item will be the equivalent of dynamite in players' hands, you can opt to make it immune to the preservation spell.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
Each area must have at least one quest of some sort, though it doesn't have to be a major one like the Arabian or Seoni ones. You may also choose to have several other smaller, easier ones. Many players who began on mushes prefer questing to hacking and slashing all the time.&lt;br /&gt;
Give everyone something to do! Almost anything you come up with can be worked out in MOB ACTS or ROOM ACTS. If not, we'll either make an addition to the code so you can, or help you come up with a way to work around the problem and get the same effect.&lt;br /&gt;
&lt;br /&gt;
Find uses for those nasty skills you regretted learning as a mortal! Make the steps unique! Let the mobs choose from a variety of options that will set the quest in motion, complete a step, or signal completion. Have it only accept one at a time. Make it so people must work their way through the quest themselves and not have it done for them so that they have earned the rewards, not just jumped through the hoops that someone else held up for them. Give the quest random or different endings. Quests with random elements, especially if the reward is very good, will be preferred over a quest that a person can be lead through, or easily use cheat pages for.&lt;br /&gt;
&lt;br /&gt;
Try to make sure the reward matches the difficulty of the quest. If you want your reward to be the most powerful piece of equipment in the game, it best be DAMN hard to get and not be able to be gotten for just anyone. And once they get one? Should they REALLY be able to get another to sell to all their friends and newcomers?&lt;br /&gt;
&lt;br /&gt;
= Formatting and What a Proposal Should Include =&lt;br /&gt;
&lt;br /&gt;
The following sections should be present in all builder proposals, but need not be in any particular order as long as the chosen order is logical.&lt;br /&gt;
&lt;br /&gt;
== Period Overview ==&lt;br /&gt;
This section should include a history of the area, what makes it interesting, what makes it unique. This need not be an essay on the area that would make a college professor drool, but it should give an overall sense of an understanding of the area and how that area can be interesting in a gaming sense.&lt;br /&gt;
&lt;br /&gt;
== An Overview Map ==&lt;br /&gt;
A large-scale map noting major areas should be given, with an approximate number of rooms assigned to each area. Keep in mind that most if not all areas get 100 rooms, 99 which are usable as one is reserved for a map room. Links to areas currently in Legend should also be noted here.&lt;br /&gt;
&lt;br /&gt;
A good example of an ASCII map are the hometown maps in the game already. Stop and take a look at one if you're unsure of how to make yours.&lt;br /&gt;
&lt;br /&gt;
== Links to Legend ==&lt;br /&gt;
A detail of which rooms might attach to which rooms, or general area connections should be noted here, as well as in the overview map.&lt;br /&gt;
&lt;br /&gt;
== Sample Room Descriptions ==&lt;br /&gt;
A proposal should contain at least five of these, possibly more if you feel so inclined. Rooms should be formatted as they would be read on Legend, which means 79 characters wide, with room titles and single spaces after periods. Rooms should rarely indicate in their descriptions that the character is travelling one direction or another, as they may be entering the room from different directions. Also, rooms should give a feeling for how people would see it at that time, rooms should rarely be walk through history lessons. Also you may want to consider other atmospheric details of rooms including smells, sounds, feelings, etc. Also it would be good to note anything special that might happen in the room, if anything at all.&lt;br /&gt;
&lt;br /&gt;
== Sample Mob Descriptions ==&lt;br /&gt;
A good number of the mobs should be given, but at least 5 mobs should be more than an outline noting the following:&lt;br /&gt;
&lt;br /&gt;
* Short Description: What the mob looks like when doing an action.&lt;br /&gt;
* Long Description: What the mob looks like when you see him/her in a room.&lt;br /&gt;
* Extended Description: What a mob looks like when you look at them.&lt;br /&gt;
* Level of the Mobile:&lt;br /&gt;
* History of the Mobile:&lt;br /&gt;
* Function of the Mobile:&lt;br /&gt;
* Any Special Acts or Skills:&lt;br /&gt;
* What, If Anything, Does This Mob Teach:&lt;br /&gt;
&lt;br /&gt;
Another list of mobs, the frequency of occurrences (how many there will be at any given time), their level and whatnot may also be given. But again, at least 5 mobs should be detailed as above.&lt;br /&gt;
&lt;br /&gt;
== Sample Item Descriptions ==&lt;br /&gt;
A good number of items should be given, but at least 5 items should be more than an outline, noting the following:&lt;br /&gt;
&lt;br /&gt;
* Short Description: What it looks like in actions and while worn.&lt;br /&gt;
* Long Description: What it looks like while laying on the ground.&lt;br /&gt;
* Extended Description: What it looks like when you examine it.&lt;br /&gt;
* Effects: What effects, if any, does this item have.&lt;br /&gt;
&lt;br /&gt;
You may wish to include very mundane items in this, ones that have no stat bonuses, in order to convey a sense of what the generic objects in the area might feel like. Mundane items can be attractive to players that frequently make use of mundane coupons. You may wish to refrain from giving specific numbers in the effects section, but a general feel for what the item might do, as you do not yet know the guidelines under which items are designed. Name any housing accessories you may wish to include in your area as well.&lt;br /&gt;
&lt;br /&gt;
== List of Unique Features of the Area ==&lt;br /&gt;
Why is your area unique? What sets is apart from the other areas in the game? Examples could be the unique features of Viking Scandinavia being an isolated farmstead settlement instead of raiders, or all the ethnically named mobs. It could also be the use of the acts system that sets it apart, such as the baseball game in Pittsburgh, or the Assassins in Crusades.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
At least one major quest should be given, in a detailed form, noting step by step how one might go through the quest. You can give more than one quest here, but make sure they fit into the overall design of the area.&lt;br /&gt;
&lt;br /&gt;
Some things you might want to think about:&lt;br /&gt;
* Having multiple ways of finishing quests can be interesting to players, and should be considered strongly for any major quest.&lt;br /&gt;
* How will players know this quest is here, or where to start?&lt;br /&gt;
* Places where multiple characters may be needed to finish part of a quest or the whole quest. These quests are great in that they enhance the cooperation aspect of the mud.&lt;br /&gt;
* Use of skills that have very little implementation.&lt;br /&gt;
* Quest rewards that give a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Multiple ways to finish one quest. If it seems logical that a character should be able to solve a quest in a particular way and you want to avoid having this way be available, justify the reasoning.&lt;br /&gt;
&lt;br /&gt;
== Anything Else That You Want Considered ==&lt;br /&gt;
Since areas take so long and require so much learning, here are some items on our general to do list. Which, if any, looks like something you would pick as a short-term project, either for when you're stuck on your own area or while waiting for your area to pass the review process? Why did you pick the one you did?&lt;br /&gt;
&lt;br /&gt;
* Mobs that use talk/say/ask/whisper/etc in act_arrives/randoms should check for NONHUMAN and break out of the act where appropriate so you don't see a human mob flirting with a cat.&lt;br /&gt;
* For all scavengers, add acts so there is a reasonable delay before they eat the items they picked up.&lt;br /&gt;
* If the number of secondary housing rooms or their restrictions (NO_ADDITIONS, ABOVE_GROUND, etc) limits the total number of secondary rooms you can fit in to expand, set that as the MAX_SIZE on the primary room, for accurate reporting to build query.&lt;br /&gt;
* There ought to be a way to ask shopkeepers what hours they are open&lt;br /&gt;
* Add is_follow flags on all exp rooms so only leaders get it&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Builder_Proposal&amp;diff=388</id>
		<title>The Builder Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Builder_Proposal&amp;diff=388"/>
		<updated>2020-04-25T04:24:24Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Preface =&lt;br /&gt;
Builders on Legend are responsible for the maintenance of the current areas on the mud and the addition of new areas. All builders are expected to generate at least one new area, some others will be doing both maintenance and building at the same time.&lt;br /&gt;
&lt;br /&gt;
In order to understand what kind of programming skills are involved in building, a sample area file is available here. This example, while not complete by any means, should serve to give you a rough idea of what a builder creates from a blank file. Many of the areas on Legend are well over 200 kilobyte text files.&lt;br /&gt;
&lt;br /&gt;
= Area Guidance =&lt;br /&gt;
== The Area ==&lt;br /&gt;
You probably already know EXACTLY what kind of area you want. Before you run out and begin deep research the second you hit level 45, look around. What distinguishes your area from the ones already installed? What will it offer new for players to do? Talk to an imp or the head builder and see if there is any interest in such an area, or if it fits in with the rest of the mud.&lt;br /&gt;
The geographical location and time period will tell you much about the type of area that it will become. Are the people close to nature or are they environmentally incorrect? Is there a strong tradition of magic in the time period you want? How civilized were the people then? What level of technology did they use? Was the culture warlike? After you've decided on when and where you want to make an area, the next choice is 'Who is this area for?'.&lt;br /&gt;
&lt;br /&gt;
== Type of Area ==&lt;br /&gt;
Please note that Legend is not currently adding any new hometowns to the game. You may choose to design your proposal so your area is hometown-eligible, however.&lt;br /&gt;
&lt;br /&gt;
You can decide to have an area that people quake in their boots when they hear the mere mention of its name. But it should be obviously so, and well marked at the entrance as such. Or you could make an area that is heavy on quests and puzzles. You could choose for the NPCs there to be either total pacifists or just not have a quest completable for long extended periods of time if a vital mob is killed. Don't plan an area that is all quests or all hack n slash, however, as that simply means you are choosing to leave players out; you want your area to have enough depth to appeal to all sorts of players.&lt;br /&gt;
&lt;br /&gt;
You'll probably want a mix of the two. But in either case you should decide on the overall moral quality of the inhabitants. Are they all good, law abiding citizens? A den of cut-throats and thieves bent on only their own evil ways? Are they all boring run of the mill every day folk who are neither inherently good nor inherently evil? Maybe they just have a few tendencies in one direction or the other. You'll most likely end up with a mix of alignments, with saints, demons and Joe average, just like real life.&lt;br /&gt;
&lt;br /&gt;
== Rooms ==&lt;br /&gt;
One of the most distinguishing features of a mud and even an individual area is the FEEL of the place. Does the place drip with atmosphere as you walk through it? This can be accomplished through a variety of ways.&lt;br /&gt;
The easiest and most over-looked is probably the room descriptions.&lt;br /&gt;
&lt;br /&gt;
Another consideration is the SCALE of the place. Are players going to have to walk thru room after room of similar places like Along the Great Wall of China for too long? There are ways other than repeating rooms to convey great distances. Long room descriptions can make for crowded, busy rooms, or a sense of time taken to travel the distance of the room. When combined with a higher move cost the illusion of a larger distance is compacted into fewer rooms.&lt;br /&gt;
&lt;br /&gt;
This leads right into variety. You want a variety of rooms so that people don't get too bored that first time they read your room descriptions. Also, a flat grid-style map is more predictable and calls for less use of skills than a varied, &amp;quot;three-dimensional&amp;quot; map which is harder to map on paper but provides many more nooks and crannies and interesting places to hide, explore and escape.&lt;br /&gt;
&lt;br /&gt;
Mazes are often rendered ridiculous. We're not immune to that either. But plain garden variety hedge mazes also get boring and predictable. Perhaps you could add elements of surprise by incorporating false leads, traps, hidden exits, and unsuspected twists and turns. Repetition of room titles, descriptions and exits does not a good maze necessarily make.&lt;br /&gt;
&lt;br /&gt;
== Mobiles or NPCs ==&lt;br /&gt;
The non-player characters (NPCs), or mobs as they are commonly called aren't just fodder. They are what drive quests, hands out hints, provides interaction without having to have an Immortal switch into them or force them to do things. With the complex acts system here, the possibilities are nearly endless.&lt;br /&gt;
But if every NPC had the same number of hit points, same pat responses, and approach, players would quickly become bored.&lt;br /&gt;
&lt;br /&gt;
When designing your area you should make a list of all possible NPCs, probably a few more than you think is feasible just to have something to choose from, or even work on later. Areas on the whole should be open to anyone, but recommended level ranges are not unheard of. You should try to spread out levels represented as well as alignments unless your area is undeniable skewed in one direction or the other. Also don't just load 20 of the same mobs and figure it's good enough. Variety is the spice of any adventurer's life - Mobiles with different fight tactics, or ones that are more or less susceptible to different tactics are more attractive to everyone, and won't cater to just one specific character type.&lt;br /&gt;
&lt;br /&gt;
=== Mob Scenes ===&lt;br /&gt;
For your &amp;quot;unique&amp;quot; NPCs determine before hand what type of person they are going to be. How will they interact with players? Other NPCs? With their surroundings? What are their special quirks that make them unique? Almost anything you can think of can be done with the MOB ACTS system.&lt;br /&gt;
&lt;br /&gt;
== Objects ==&lt;br /&gt;
Before you create any objects or assign them any values read over the guidelines carefully and look around at many of the items already in the game. Consistency will help create diversity in the mud. By having an aesthetic choice between two sets of equipment that are otherwise identical, players will be better able to play their role. It gets pretty monotonous when everyone is wearing the same 'Approved Set of Equipment' instead of being individuals. Also, remember that duplicating popular pieces of equipment as quest rewards allows you to reduce the rent on that item, making your area an instant fashion success.&lt;br /&gt;
New equipment should vary as well as balance with what's already there. Say the average plain sword in the game does an average of 1d10 damage and weighs 10 kg. You shouldn't necessarily think to yourself, 'Bah, that's silly. My sword is going to be MUCH better than that.' Guidelines are such for a reason, helping provide stability and a degree of predictability to the game that otherwise escalates in a twisted game of one-upmanship. Powerful does mean popular, but doesn't mean it should be widely available. It should be powerful because it's special, not everyone has one, and goes beyond the ordinary in some fashion. But the average should be kept within the established guidelines, not continually exceed them.&lt;br /&gt;
&lt;br /&gt;
When deciding how widely available a given item should be you need to consider if it can or even should be sold in shops or to them. If it is a quest item that you expect people to get for themselves, it probably shouldn't be auctionable. Also, you can limit long term usefulness by making items timed. If you really think the item will be the equivalent of dynamite in players' hands, you can opt to make it immune to the preservation spell.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
Each area must have at least one quest of some sort, though it doesn't have to be a major one like the Arabian or Seoni ones. You may also choose to have several other smaller, easier ones. Many players who began on mushes prefer questing to hacking and slashing all the time.&lt;br /&gt;
Give everyone something to do! Almost anything you come up with can be worked out in MOB ACTS or ROOM ACTS. If not, we'll either make an addition to the code so you can, or help you come up with a way to work around the problem and get the same effect.&lt;br /&gt;
&lt;br /&gt;
Find uses for those nasty skills you regretted learning as a mortal! Make the steps unique! Let the mobs choose from a variety of options that will set the quest in motion, complete a step, or signal completion. Have it only accept one at a time. Make it so people must work their way through the quest themselves and not have it done for them so that they have earned the rewards, not just jumped through the hoops that someone else held up for them. Give the quest random or different endings. Quests with random elements, especially if the reward is very good, will be preferred over a quest that a person can be lead through, or easily use cheat pages for.&lt;br /&gt;
&lt;br /&gt;
Try to make sure the reward matches the difficulty of the quest. If you want your reward to be the most powerful piece of equipment in the game, it best be DAMN hard to get and not be able to be gotten for just anyone. And once they get one? Should they REALLY be able to get another to sell to all their friends and newcomers?&lt;br /&gt;
&lt;br /&gt;
= Formatting and What a Proposal Should Include =&lt;br /&gt;
&lt;br /&gt;
The following sections should be present in all builder proposals, but need not be in any particular order as long as the chosen order is logical.&lt;br /&gt;
&lt;br /&gt;
== Period Overview ==&lt;br /&gt;
This section should include a history of the area, what makes it interesting, what makes it unique. This need not be an essay on the area that would make a college professor drool, but it should give an overall sense of an understanding of the area and how that area can be interesting in a gaming sense.&lt;br /&gt;
&lt;br /&gt;
== An Overview Map ==&lt;br /&gt;
A large-scale map noting major areas should be given, with an approximate number of rooms assigned to each area. Keep in mind that most if not all areas get 100 rooms, 99 which are usable as one is reserved for a map room. Links to areas currently in Legend should also be noted here.&lt;br /&gt;
&lt;br /&gt;
A good example of an ASCII map are the hometown maps in the game already. Stop and take a look at one if you're unsure of how to make yours.&lt;br /&gt;
&lt;br /&gt;
== Links to Legend ==&lt;br /&gt;
A detail of which rooms might attach to which rooms, or general area connections should be noted here, as well as in the overview map.&lt;br /&gt;
&lt;br /&gt;
== Sample Room Descriptions ==&lt;br /&gt;
A proposal should contain at least five of these, possibly more if you feel so inclined. Rooms should be formatted as they would be read on Legend, which means 79 characters wide, with room titles and single spaces after periods. Rooms should rarely indicate in their descriptions that the character is travelling one direction or another, as they may be entering the room from different directions. Also, rooms should give a feeling for how people would see it at that time, rooms should rarely be walk through history lessons. Also you may want to consider other atmospheric details of rooms including smells, sounds, feelings, etc. Also it would be good to note anything special that might happen in the room, if anything at all.&lt;br /&gt;
&lt;br /&gt;
== Sample Mob Descriptions ==&lt;br /&gt;
A good number of the mobs should be given, but at least 5 mobs should be more than an outline noting the following:&lt;br /&gt;
&lt;br /&gt;
* Short Description: What the mob looks like when doing an action.&lt;br /&gt;
* Long Description: What the mob looks like when you see him/her in a room.&lt;br /&gt;
* Extended Description: What a mob looks like when you look at them.&lt;br /&gt;
* Level of the Mobile:&lt;br /&gt;
* History of the Mobile:&lt;br /&gt;
* Function of the Mobile:&lt;br /&gt;
* Any Special Acts or Skills:&lt;br /&gt;
* What, If Anything, Does This Mob Teach:&lt;br /&gt;
&lt;br /&gt;
Another list of mobs, the frequency of occurrences (how many there will be at any given time), their level and whatnot may also be given. But again, at least 5 mobs should be detailed as above.&lt;br /&gt;
&lt;br /&gt;
== Sample Item Descriptions ==&lt;br /&gt;
A good number of items should be given, but at least 5 items should be more than an outline, noting the following:&lt;br /&gt;
&lt;br /&gt;
* Short Description: What it looks like in actions and while worn.&lt;br /&gt;
* Long Description: What it looks like while laying on the ground.&lt;br /&gt;
* Extended Description: What it looks like when you examine it.&lt;br /&gt;
* Effects: What effects, if any, does this item have.&lt;br /&gt;
&lt;br /&gt;
You may wish to include very mundane items in this, ones that have no stat bonuses, in order to convey a sense of what the generic objects in the area might feel like. Mundane items can be attractive to players that frequently make use of mundane coupons. You may wish to refrain from giving specific numbers in the effects section, but a general feel for what the item might do, as you do not yet know the guidelines under which items are designed. Name any housing accessories you may wish to include in your area as well.&lt;br /&gt;
&lt;br /&gt;
== List of Unique Features of the Area ==&lt;br /&gt;
Why is your area unique? What sets is apart from the other areas in the game? Examples could be the unique features of Viking Scandinavia being an isolated farmstead settlement instead of raiders, or all the ethnically named mobs. It could also be the use of the acts system that sets it apart, such as the baseball game in Pittsburgh, or the Assassins in Crusades.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
At least one major quest should be given, in a detailed form, noting step by step how one might go through the quest. You can give more than one quest here, but make sure they fit into the overall design of the area.&lt;br /&gt;
&lt;br /&gt;
Some things you might want to think about:&lt;br /&gt;
* Having multiple ways of finishing quests can be interesting to players, and should be considered strongly for any major quest.&lt;br /&gt;
* How will players know this quest is here, or where to start?&lt;br /&gt;
* Places where multiple characters may be needed to finish part of a quest or the whole quest. These quests are great in that they enhance the cooperation aspect of the mud.&lt;br /&gt;
* Use of skills that have very little implementation.&lt;br /&gt;
* Quest rewards that give a sense of accomplishment.&lt;br /&gt;
&lt;br /&gt;
Multiple ways to finish one quest. If it seems logical that a character should be able to solve a quest in a particular way and you want to avoid having this way be available, justify the reasoning.&lt;br /&gt;
&lt;br /&gt;
== Anything Else That You Want Considered ==&lt;br /&gt;
Since areas take so long and require so much learning, here are some items on our general to do list. Which, if any, looks like something you would pick as a short-term project, either for when you're stuck on your own area or while waiting for your area to pass the review process? Why did you pick the one you did?&lt;br /&gt;
&lt;br /&gt;
* Mobs that use talk/say/ask/whisper/etc in act_arrives/randoms should check for NONHUMAN and break out of the act where appropriate so you don't see a human mob flirting with a cat.&lt;br /&gt;
* For all scavengers, add acts so there is a reasonable delay before they eat the items they picked up.&lt;br /&gt;
* If the number of secondary housing rooms or their restrictions (NO_ADDITIONS, ABOVE_GROUND, etc) limits the total number of secondary rooms you can fit in to expand, set that as the MAX_SIZE on the primary room, for accurate reporting to build query.&lt;br /&gt;
* There ought to be a way to ask shopkeepers what hours they are open&lt;br /&gt;
* Add is_follow flags on all exp rooms so only leaders get it&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=General_Application&amp;diff=387</id>
		<title>General Application</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=General_Application&amp;diff=387"/>
		<updated>2020-04-25T03:44:14Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Prerequisites =&lt;br /&gt;
# Have you reviewed, and do you understand [[The Immortal Proposal Process]]?&lt;br /&gt;
## Do you agree to the copyright notice in [[The Immortal Proposal Process]]?&lt;br /&gt;
# Have you read [[The Immortal Code of Conduct]]?&lt;br /&gt;
## Do you accept the spirit of [[The Immortal Code of Conduct]]?&lt;br /&gt;
&lt;br /&gt;
= Personal Information =&lt;br /&gt;
# Which character would you like to become an immortal on?&lt;br /&gt;
# Who are your other characters?&lt;br /&gt;
# What email address can you be reliably reached at?&lt;br /&gt;
# How long have you played Legend?&lt;br /&gt;
# What have your major contributions been to Legend on this character?&lt;br /&gt;
# What have your major contributions been to Legend on your other characters?&lt;br /&gt;
# Have you ever been disciplined by the immortals of Legend?&lt;br /&gt;
#: If so, for each character that has been disciplined:&lt;br /&gt;
## Which of your characters?&lt;br /&gt;
## What for?&lt;br /&gt;
## When?&lt;br /&gt;
## How often?&lt;br /&gt;
# What kinds of role-play have you done, both on Legend and in other settings?&lt;br /&gt;
## Are you interested in using your mortal characters to help out with tiny plots that other immortals may run?&lt;br /&gt;
# What is your favorite aspect of Legend and why?&lt;br /&gt;
# What is your least favorite aspect of Legend and why?&lt;br /&gt;
# What is you attitude toward change?&lt;br /&gt;
# Have you ever been in a team situation where you were dissatisfied with your coworkers, the direction the team was going in, or the demands of the project?&lt;br /&gt;
## If so, What did you do about it?&lt;br /&gt;
# Which of the following do you consider more harmful to the Legend environment?&lt;br /&gt;
#* Harassment of mortals by other mortals.&lt;br /&gt;
#* Harassment of mortals by immortals.&lt;br /&gt;
#* Harassment of immortals by mortals.&lt;br /&gt;
#* Immortals berating other immortals.&lt;br /&gt;
## Why do you feel that is the more harmful option?&lt;br /&gt;
# Have you been involved in helping out newbies as a player?&lt;br /&gt;
# How would you help newbies as an immortal?&lt;br /&gt;
#* As a reminder, you may want to refer to [[The Immortal Code of Conduct]] when answering this question.&lt;br /&gt;
&lt;br /&gt;
= Technical Information =&lt;br /&gt;
# Legend runs on Linux. Most immortals will not need to do work on the mud machine directly. Have you ever used a command line environment such as DOS, Linux or Unix?&lt;br /&gt;
## Do you feel comfortable editing, copying, and generally working with files in a command line environment, where there is no mouse?&lt;br /&gt;
# Do you understand why SFTP is preferred to FTP?&lt;br /&gt;
# Do you use a mud client that allows you to have more than one session open at once?&lt;br /&gt;
#* This is not a requirement but may help you overlap your online presence as an immortal with your mortal playing time.&lt;br /&gt;
# Many documents and files used by the immortal staff are under revision control, that is, changes to files are automatically logged so that other immortals know that they have been changed and so that it is easy to undo a change if it produces a problem. This is primarily important for builders and coders, but can be of importance to other immortals as well. Have you ever used git or any other popular revision control package?&lt;br /&gt;
&lt;br /&gt;
= Immortal Information =&lt;br /&gt;
# Why do you want to become an immortal?&lt;br /&gt;
# Why do you want to join the department you are applying to?&lt;br /&gt;
## What advantages or disadvantages do you see being in this particular department instead of another?&lt;br /&gt;
# How do you plan to help the department you are applying to reach it's long term goals?&lt;br /&gt;
## Is there anything you feel should be added to that department's agenda?&lt;br /&gt;
# Have you ever been, or currently are, an immortal on another MU*&lt;br /&gt;
## If so, briefly explain your immortal experience.&lt;br /&gt;
# What would you bring to the mud and the immortal staff outside of your specific department proposal (personality, ideas, hobbies, etc.)?&lt;br /&gt;
## What skills and interests do you have that might be useful to the department to which you are applying, and Legend as a whole?&lt;br /&gt;
##* If in doubt as to whether a given outside skill or interest is relevant, stick it in. You never know what we'll find useful!&lt;br /&gt;
#: As an immortal there will be many more demands on the time you normally spend on Legend. Working on your project may require your undivided, offline attention. Depending on your personal work habits, you may or may not be able to work on your project or contribute visible online presence while playing a mortal.&lt;br /&gt;
# Keeping all this, and your life outside of Legend in mind, how much time on average can you devote to your project a week?&lt;br /&gt;
## How much time can you be online as your immortal, and how much of this is visible vs invisible?&lt;br /&gt;
## Do you foresee any changes in your life in the next few years which might alter your availability?&lt;br /&gt;
##* For example work, school, family responsibilities, etc&lt;br /&gt;
### If so, how do you expect your position as an immortal might change as a result?&lt;br /&gt;
# Players hate it when immortals do things that hurt them, and often don't seem to appreciate it when they help them out. This makes being an immortal often a thankless job. Is that ok with you?&lt;br /&gt;
# As an immortal you may be asked to help out with maintenance work in your department. Are you okay with doing paperwork or drudge work such as this?&lt;br /&gt;
#* Eg Simple area or code bug fixes, simple help file corrections, assisting with scheduled game or discussion events, etc. &lt;br /&gt;
# A newbie logs in and chats that they need help. You're busy in another window and invisible. They chat and pray several times, but it appears as if you're the only one who has noticed. What do you do?&lt;br /&gt;
# Pretend that you are in a relationship with another Legend player who is not an immortal. As [[The Immortal Code of Conduct]] applies to you, how will you go about separating your knowledge and commands from them?&lt;br /&gt;
## Will you be able to avoid passing immortal only information (including alts of other players, stats of items, etc) to them?&lt;br /&gt;
# Write the email response you would send (add fake quotebacks if you'd use them) in response to the following suggestion that another immortal proposed on the immortal staff email list:&lt;br /&gt;
::&amp;quot;Mages are too powerful and are dominating the mud, I suggest that we split up the current two schools of magic into three schools: cause, create and know. One would have kere/ksi another vina/meue, and the third vid/guh. We'd need to add a few more spells and possibly shuffle a few of the old ones around, but that's a fairly easy thing to do. This would allow for more flexible character types and the vid/guh school would allow people to play sages.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=386</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=386"/>
		<updated>2020-04-25T03:43:11Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: /* Before Applying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players wanting to become an Immortal on Legend will follow the process outlined here.&lt;br /&gt;
&lt;br /&gt;
If the department head is not available for any part of the process, the imps should be used instead.&lt;br /&gt;
&lt;br /&gt;
= Submission Times =&lt;br /&gt;
Applications can be submitted at anytime.&lt;br /&gt;
&lt;br /&gt;
= Before Applying =&lt;br /&gt;
Prospective applicants should discuss their application with the department head of the department they wish to apply to. The department head will help guide the applicant through the process and provide feedback along the way. This also allows the applicant to verify that their proposal is not a duplication of effort.&lt;br /&gt;
&lt;br /&gt;
* The character with which you apply must be at least level 45.&lt;br /&gt;
* Be aware that applicants are expected to be available for scheduling time online following their application submission, until the close of voting.&lt;br /&gt;
* '''There is no guarantee that the application will be successful'''.&lt;br /&gt;
* Applicants must agree to [[The Immortal Code of Conduct]], which all immortals must follow.&lt;br /&gt;
* From submission to the result of voting, applicants are expected to obey the spirit of [[The Immortal Code of Conduct]].&lt;br /&gt;
* Applicants are expected to review the in-game help for the department they are applying to.&lt;br /&gt;
&lt;br /&gt;
=== Copyright ===&lt;br /&gt;
All current immortals and those applying to become an immortal agree to the Legend copyrights, which applies to current code and areas, as well as anything newly created by any immortals or immortal applicant, as follows:&lt;br /&gt;
&lt;br /&gt;
This software, its documentation, and supplemental files are copyrighted by the Implementors of LegendMUD. Use is granted solely for members of the LegendMUD staff for the purpose of working on LegendMUD as defined by the Implementors of LegendMUD.&lt;br /&gt;
&lt;br /&gt;
The original author(s) grants the Implementors of LegendMUD a permanent, ownership of the works created to be installed into the public running version of LegendMUD as well as all subsequent versions submitted for installation.&lt;br /&gt;
&lt;br /&gt;
Under no circumstances will the original author(s) retain the right to dictate the continued use of or the way an installed area is used by LegendMUD.&lt;br /&gt;
&lt;br /&gt;
The original author(s) will be credited for their work on areas via the areas command.&lt;br /&gt;
&lt;br /&gt;
You may not otherwise modify, decompile, adapt, translate, rent, lease, loan, resell, redistribute in any manner, or create derivative works based upon the software or any part thereof without written consent of the Implementors of LegendMUD. This copyright and the permission notice must appear in full in any modifications.&lt;br /&gt;
&lt;br /&gt;
LegendMUD disclaims all warranties with regard to this software, including all implied warranties of merchantability and fitness, in no event shall the LegendMUD Organization be liable for any special, indirect or consequential damage or any damages whatsoever resulting from the loss of use, data or profits, whether in an action of contract, negligence or other tortious action, arising out of or in connection with the use or performance of this software.&lt;br /&gt;
&lt;br /&gt;
= Application Submission =&lt;br /&gt;
* Applicants will submit two applications, the [[General Application]] and a department specific proposal.&lt;br /&gt;
* Both applications should be submitted at the same time to the department head.&lt;br /&gt;
* The department head is expected to do a precursory review of the application and may request the applicant adjust the application before sending it to the imps.&lt;br /&gt;
&lt;br /&gt;
== Department Specific Proposals ==&lt;br /&gt;
* [[The Builder Proposal]]&lt;br /&gt;
* [[The Coding Proposal]]&lt;br /&gt;
** Arkenstone's original [[ArkenstoneApp|draft]] of Viking Scandinavia, with commentary.&lt;br /&gt;
* [[The PR Proposal]]&lt;br /&gt;
&lt;br /&gt;
= Review and Commenting =&lt;br /&gt;
The steps outlined in this phase will all occur at the same time.&lt;br /&gt;
* The application will be shared by the imps to the Immortal staff's email list.&lt;br /&gt;
** The Immortal staff will review and discuss the application.&lt;br /&gt;
** Any questions the Immortal staff have for the applicant will be sent to the imps for collation.&lt;br /&gt;
* Applicant character names will be announced on the welcome board, and on Legend's social media.&lt;br /&gt;
** These posts will request players to make private thoughtful comments about the applicant directly to the imps via mudmail or email, and will have a deadline for submission.&lt;br /&gt;
*** Submitted comments will be considered Immortal only information and the submitter's name not shared with the applicant, unless the submitter allows.&lt;br /&gt;
*** Submitted comments will be shared on the Immortal staff's email list.&lt;br /&gt;
** It is optional for players to submit commentary about the applicants on public boards, or social media, generally this is not considered official feedback for review purposes.&lt;br /&gt;
&lt;br /&gt;
= Interview =&lt;br /&gt;
After the deadline for questions by the Immortal staff and comments by players has been reached, an imp will schedule and conduct an interview with the applicant. The questions asked during the interview will be those submitted by the Immortal staff during the review and commenting phase.&lt;br /&gt;
A log of the interview will be shared to the Immortal staff's email list.&lt;br /&gt;
&lt;br /&gt;
= Voting =&lt;br /&gt;
Once the log of the interview has been shared with the Immortal staff, voting will commence using a weighted voting system, wherein department and titles affect the weight of the vote. Eg The head of the building department will have more weight on a building application than an assistant PR Immortal.&lt;br /&gt;
&lt;br /&gt;
= Results =&lt;br /&gt;
Once voting has completed, applicants will be informed by an imp of their results individually - if the application was successful the imp will schedule a time with that applicant to Immortalize them.&lt;br /&gt;
&lt;br /&gt;
Any successful applicants will be announced via the welcome board and on Legend's social media.&lt;br /&gt;
&lt;br /&gt;
== Re-submission ==&lt;br /&gt;
Applicants that were not successful are welcome to submit a new application no sooner than 3 months after the rejection, unless otherwise directed by an imp.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=385</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=385"/>
		<updated>2020-04-25T03:18:20Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players wanting to become an Immortal on Legend will follow the process outlined here.&lt;br /&gt;
&lt;br /&gt;
If the department head is not available for any part of the process, the imps should be used instead.&lt;br /&gt;
&lt;br /&gt;
= Submission Times =&lt;br /&gt;
Applications can be submitted at anytime.&lt;br /&gt;
&lt;br /&gt;
= Before Applying =&lt;br /&gt;
Prospective applicants should discuss their application with the department head of the department they wish to apply to. The department head will help guide the applicant through the process and provide feedback along the way. This also allows the applicant to verify that their proposal is not a duplication of effort.&lt;br /&gt;
&lt;br /&gt;
* The character with which you apply must be at least level 45.&lt;br /&gt;
* Be aware that applicants are expected to be available for scheduling time online following their application submission, until the close of voting.&lt;br /&gt;
* '''There is no guarantee that the application will be successful'''.&lt;br /&gt;
* Applicants must agree to [[The Immortal Code of Conduct]], which all immortals must follow.&lt;br /&gt;
* From submission to the result of voting, applicants are expected to obey the spirit of [[The Immortal Code of Conduct]].&lt;br /&gt;
* Applicants are expected to review the in-game help for the department they are applying to.&lt;br /&gt;
&lt;br /&gt;
= Application Submission =&lt;br /&gt;
* Applicants will submit two applications, the [[General Application]] and a department specific proposal.&lt;br /&gt;
* Both applications should be submitted at the same time to the department head.&lt;br /&gt;
* The department head is expected to do a precursory review of the application and may request the applicant adjust the application before sending it to the imps.&lt;br /&gt;
&lt;br /&gt;
== Department Specific Proposals ==&lt;br /&gt;
* [[The Builder Proposal]]&lt;br /&gt;
* [[The Coding Proposal]]&lt;br /&gt;
** Arkenstone's original [[ArkenstoneApp|draft]] of Viking Scandinavia, with commentary.&lt;br /&gt;
* [[The PR Proposal]]&lt;br /&gt;
&lt;br /&gt;
= Review and Commenting =&lt;br /&gt;
The steps outlined in this phase will all occur at the same time.&lt;br /&gt;
* The application will be shared by the imps to the Immortal staff's email list.&lt;br /&gt;
** The Immortal staff will review and discuss the application.&lt;br /&gt;
** Any questions the Immortal staff have for the applicant will be sent to the imps for collation.&lt;br /&gt;
* Applicant character names will be announced on the welcome board, and on Legend's social media.&lt;br /&gt;
** These posts will request players to make private thoughtful comments about the applicant directly to the imps via mudmail or email, and will have a deadline for submission.&lt;br /&gt;
*** Submitted comments will be considered Immortal only information and the submitter's name not shared with the applicant, unless the submitter allows.&lt;br /&gt;
*** Submitted comments will be shared on the Immortal staff's email list.&lt;br /&gt;
** It is optional for players to submit commentary about the applicants on public boards, or social media, generally this is not considered official feedback for review purposes.&lt;br /&gt;
&lt;br /&gt;
= Interview =&lt;br /&gt;
After the deadline for questions by the Immortal staff and comments by players has been reached, an imp will schedule and conduct an interview with the applicant. The questions asked during the interview will be those submitted by the Immortal staff during the review and commenting phase.&lt;br /&gt;
A log of the interview will be shared to the Immortal staff's email list.&lt;br /&gt;
&lt;br /&gt;
= Voting =&lt;br /&gt;
Once the log of the interview has been shared with the Immortal staff, voting will commence using a weighted voting system, wherein department and titles affect the weight of the vote. Eg The head of the building department will have more weight on a building application than an assistant PR Immortal.&lt;br /&gt;
&lt;br /&gt;
= Results =&lt;br /&gt;
Once voting has completed, applicants will be informed by an imp of their results individually - if the application was successful the imp will schedule a time with that applicant to Immortalize them.&lt;br /&gt;
&lt;br /&gt;
Any successful applicants will be announced via the welcome board and on Legend's social media.&lt;br /&gt;
&lt;br /&gt;
== Re-submission ==&lt;br /&gt;
Applicants that were not successful are welcome to submit a new application no sooner than 3 months after the rejection, unless otherwise directed by an imp.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=General_Application&amp;diff=384</id>
		<title>General Application</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=General_Application&amp;diff=384"/>
		<updated>2020-04-25T03:04:13Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Prerequisites =&lt;br /&gt;
# Have you reviewed, and do you understand [[The Immortal Proposal Process]]?&lt;br /&gt;
# Have you read [[The Immortal Code of Conduct]]?&lt;br /&gt;
## Do you accept the spirit of [[The Immortal Code of Conduct]]?&lt;br /&gt;
&lt;br /&gt;
= Personal Information =&lt;br /&gt;
# Which character would you like to become an immortal on?&lt;br /&gt;
# Who are your other characters?&lt;br /&gt;
# What email address can you be reliably reached at?&lt;br /&gt;
# How long have you played Legend?&lt;br /&gt;
# What have your major contributions been to Legend on this character?&lt;br /&gt;
# What have your major contributions been to Legend on your other characters?&lt;br /&gt;
# Have you ever been disciplined by the immortals of Legend?&lt;br /&gt;
#: If so, for each character that has been disciplined:&lt;br /&gt;
## Which of your characters?&lt;br /&gt;
## What for?&lt;br /&gt;
## When?&lt;br /&gt;
## How often?&lt;br /&gt;
# What kinds of role-play have you done, both on Legend and in other settings?&lt;br /&gt;
## Are you interested in using your mortal characters to help out with tiny plots that other immortals may run?&lt;br /&gt;
# What is your favorite aspect of Legend and why?&lt;br /&gt;
# What is your least favorite aspect of Legend and why?&lt;br /&gt;
# What is you attitude toward change?&lt;br /&gt;
# Have you ever been in a team situation where you were dissatisfied with your coworkers, the direction the team was going in, or the demands of the project?&lt;br /&gt;
## If so, What did you do about it?&lt;br /&gt;
# Which of the following do you consider more harmful to the Legend environment?&lt;br /&gt;
#* Harassment of mortals by other mortals.&lt;br /&gt;
#* Harassment of mortals by immortals.&lt;br /&gt;
#* Harassment of immortals by mortals.&lt;br /&gt;
#* Immortals berating other immortals.&lt;br /&gt;
## Why do you feel that is the more harmful option?&lt;br /&gt;
# Have you been involved in helping out newbies as a player?&lt;br /&gt;
# How would you help newbies as an immortal?&lt;br /&gt;
#* As a reminder, you may want to refer to [[The Immortal Code of Conduct]] when answering this question.&lt;br /&gt;
&lt;br /&gt;
= Technical Information =&lt;br /&gt;
# Legend runs on Linux. Most immortals will not need to do work on the mud machine directly. Have you ever used a command line environment such as DOS, Linux or Unix?&lt;br /&gt;
## Do you feel comfortable editing, copying, and generally working with files in a command line environment, where there is no mouse?&lt;br /&gt;
# Do you understand why SFTP is preferred to FTP?&lt;br /&gt;
# Do you use a mud client that allows you to have more than one session open at once?&lt;br /&gt;
#* This is not a requirement but may help you overlap your online presence as an immortal with your mortal playing time.&lt;br /&gt;
# Many documents and files used by the immortal staff are under revision control, that is, changes to files are automatically logged so that other immortals know that they have been changed and so that it is easy to undo a change if it produces a problem. This is primarily important for builders and coders, but can be of importance to other immortals as well. Have you ever used git or any other popular revision control package?&lt;br /&gt;
&lt;br /&gt;
= Immortal Information =&lt;br /&gt;
# Why do you want to become an immortal?&lt;br /&gt;
# Why do you want to join the department you are applying to?&lt;br /&gt;
## What advantages or disadvantages do you see being in this particular department instead of another?&lt;br /&gt;
# How do you plan to help the department you are applying to reach it's long term goals?&lt;br /&gt;
## Is there anything you feel should be added to that department's agenda?&lt;br /&gt;
# Have you ever been, or currently are, an immortal on another MU*&lt;br /&gt;
## If so, briefly explain your immortal experience.&lt;br /&gt;
# What would you bring to the mud and the immortal staff outside of your specific department proposal (personality, ideas, hobbies, etc.)?&lt;br /&gt;
## What skills and interests do you have that might be useful to the department to which you are applying, and Legend as a whole?&lt;br /&gt;
##* If in doubt as to whether a given outside skill or interest is relevant, stick it in. You never know what we'll find useful!&lt;br /&gt;
#: As an immortal there will be many more demands on the time you normally spend on Legend. Working on your project may require your undivided, offline attention. Depending on your personal work habits, you may or may not be able to work on your project or contribute visible online presence while playing a mortal.&lt;br /&gt;
# Keeping all this, and your life outside of Legend in mind, how much time on average can you devote to your project a week?&lt;br /&gt;
## How much time can you be online as your immortal, and how much of this is visible vs invisible?&lt;br /&gt;
## Do you foresee any changes in your life in the next few years which might alter your availability?&lt;br /&gt;
##* For example work, school, family responsibilities, etc&lt;br /&gt;
### If so, how do you expect your position as an immortal might change as a result?&lt;br /&gt;
# Players hate it when immortals do things that hurt them, and often don't seem to appreciate it when they help them out. This makes being an immortal often a thankless job. Is that ok with you?&lt;br /&gt;
# As an immortal you may be asked to help out with maintenance work in your department. Are you okay with doing paperwork or drudge work such as this?&lt;br /&gt;
#* Eg Simple area or code bug fixes, simple help file corrections, assisting with scheduled game or discussion events, etc. &lt;br /&gt;
# A newbie logs in and chats that they need help. You're busy in another window and invisible. They chat and pray several times, but it appears as if you're the only one who has noticed. What do you do?&lt;br /&gt;
# Pretend that you are in a relationship with another Legend player who is not an immortal. As [[The Immortal Code of Conduct]] applies to you, how will you go about separating your knowledge and commands from them?&lt;br /&gt;
## Will you be able to avoid passing immortal only information (including alts of other players, stats of items, etc) to them?&lt;br /&gt;
# Write the email response you would send (add fake quotebacks if you'd use them) in response to the following suggestion that another immortal proposed on the immortal staff email list:&lt;br /&gt;
::&amp;quot;Mages are too powerful and are dominating the mud, I suggest that we split up the current two schools of magic into three schools: cause, create and know. One would have kere/ksi another vina/meue, and the third vid/guh. We'd need to add a few more spells and possibly shuffle a few of the old ones around, but that's a fairly easy thing to do. This would allow for more flexible character types and the vid/guh school would allow people to play sages.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Code_of_Conduct&amp;diff=383</id>
		<title>The Immortal Code of Conduct</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Code_of_Conduct&amp;diff=383"/>
		<updated>2020-04-24T23:20:15Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Principles =&lt;br /&gt;
An Immortal on Legend is there to:&lt;br /&gt;
* Improve Legend.&lt;br /&gt;
* Make the experience of being on Legend enjoyable for everyone, not just a select set of players.&lt;br /&gt;
* Respect the players.&lt;br /&gt;
* Represent Legend to the world.&lt;br /&gt;
&lt;br /&gt;
= Basic Expectations =&lt;br /&gt;
It is expected that every immortal on Legend follows the spirit of this code of conduct, as well as obeys [[The Player Code of Conduct]]. When one agrees to this code, they also agree to that code.&lt;br /&gt;
&lt;br /&gt;
= Specifics =&lt;br /&gt;
This is not a comprehensive list of verboten cases for Legend Immortals, but should be treated more of a guideline for behavior. This represents the '''spirit''' of the rules. For Immortals, violating the spirit of the rules is akin to violating the letter of the law.&lt;br /&gt;
&lt;br /&gt;
== Common Sense ==&lt;br /&gt;
Legend Immortals should always use their head when presented with any situation - they should stop and think before taking any action, whether it sending a tell, loading an object, or warning a player. If an Immortal is not sure if what they're doing is against the rules, they should always check with their department head, or an imp.&lt;br /&gt;
&lt;br /&gt;
== Command Abuse ==&lt;br /&gt;
Using Immortal powers to give benefit to '''any''' mortal, whether that mortal is an alt of the Immortal or not, beyond the scope of normal Immortal duties, is considered abuse of Immortal powers - this includes using Immortal skills and spells to benefit '''any''' mortal.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Examples of things Immortals should not do:&lt;br /&gt;
* Transfer a player from anywhere but OOC unless within the scope of their job.&lt;br /&gt;
* Attack or kill a player by any means.&lt;br /&gt;
* Spy on a player or other Immortal, unless required within the scope of their job.&lt;br /&gt;
* Heal a player.&lt;br /&gt;
* Use Immortal knowledge or commands for in-game benefits.&lt;br /&gt;
** Eg: Telling another player where an item, mob, or player is.&lt;br /&gt;
** Eg: Finding an item, mob, or player with their mortal alt that the mortal would not have been able to find without their Immortal.&lt;br /&gt;
* Steal from a player.&lt;br /&gt;
* Revealing other players alts to anyone.&lt;br /&gt;
* Load or otherwise obtain objects for players.&lt;br /&gt;
* Alter or affect a character's attributes or equipment.&lt;br /&gt;
* Transfer mobs to anywhere that they do not normally belong.&lt;br /&gt;
* Register unapproved descriptions.&lt;br /&gt;
* String items without the required coupon.&lt;br /&gt;
&lt;br /&gt;
== Harassment ==&lt;br /&gt;
An Immortal harassing any player, whether mortal or Immortal in any way has no place on Legend.&lt;br /&gt;
&lt;br /&gt;
== Providing Information ==&lt;br /&gt;
* Immortals may not give out direct information about quests, items, mobs, etc.&lt;br /&gt;
* If a player comes across an issue with something, an Immortal may provide hints, or explain in general terms why something happened.&lt;br /&gt;
** If an Immortal is unaware of why something happened, they should be open with the player they are speaking with, and follow up with their department head, or an imp.&lt;br /&gt;
* Within the above scope, Immortals should at all times be as helpful as possible.&lt;br /&gt;
* The mortal alts of an Immortal are held to the above standard.&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
This code of conduct is intended to:&lt;br /&gt;
* Encourage trust in the Immortal staff.&lt;br /&gt;
* Encourage the Immortal staff to be creative and take a helpful role in the development of the mud.&lt;br /&gt;
* Encourage a more mature and polite atmosphere on Legend.&lt;br /&gt;
&lt;br /&gt;
= Immortal Applicants =&lt;br /&gt;
If you are reading this page as required by the Immortal application guidelines, and do not feel comfortable with the principles embodied in the above, it is suggested you reconsider proposing to become a member of the Immortal staff.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Code_of_Conduct&amp;diff=382</id>
		<title>The Code of Conduct</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Code_of_Conduct&amp;diff=382"/>
		<updated>2020-04-24T23:18:25Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: Mertjai moved page The Code of Conduct to The Player Code of Conduct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[The Player Code of Conduct]]&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Player_Code_of_Conduct&amp;diff=381</id>
		<title>The Player Code of Conduct</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Player_Code_of_Conduct&amp;diff=381"/>
		<updated>2020-04-24T23:18:25Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: Mertjai moved page The Code of Conduct to The Player Code of Conduct&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;All players are held responsible for understanding and following the rules set&lt;br /&gt;
forth below. For additional information, see individual help files or &lt;br /&gt;
immorts with the 'PR' flag.&lt;br /&gt;
&lt;br /&gt;
The following activities have rules associated with them:&lt;br /&gt;
 &lt;br /&gt;
     1. Multiplay: See Also: HELP MULTIPLAY for details.&lt;br /&gt;
        &lt;br /&gt;
     2. Account Management: See Also: HELP ACCOUNT MANAGEMENT for details.&lt;br /&gt;
     &lt;br /&gt;
     3. Harassing other players is prohibited. See Also: HELP HARASSMENT.&lt;br /&gt;
 &lt;br /&gt;
     4. Sexually explicit language, cursing, and slurs are not permitted&lt;br /&gt;
        over public channels or in public forums. See Also: HELP LANGUAGE.&lt;br /&gt;
&lt;br /&gt;
     5. Characters who are not pk enabled are prohibited from interfering &lt;br /&gt;
        in pkill. See Also: HELP INTERFERENCE.&lt;br /&gt;
 &lt;br /&gt;
     6. Asking or getting immorts to reveal or change your stats is not&lt;br /&gt;
        permitted, nor is getting or asking them to load items or mobs for&lt;br /&gt;
        you or to confer any other unfair advantage.&lt;br /&gt;
       &lt;br /&gt;
     7. If you find a bug, you must report it by using the BUG command,&lt;br /&gt;
        mudmail to an immortal or email to imp@legendmud.org. Taking&lt;br /&gt;
        advantage of a bug or using it to crash the mud is not permitted.&lt;br /&gt;
        See Also: HELP CHEAT.&lt;br /&gt;
        &lt;br /&gt;
     8. Attempted or successful use of a command announced as disabled due to&lt;br /&gt;
        bugs is not reimbursable.&lt;br /&gt;
       &lt;br /&gt;
     9. Intentionally placing a character over rent is not permitted.&lt;br /&gt;
        &lt;br /&gt;
    10. Experience may not be 'given' away by characters permitting&lt;br /&gt;
        others to pkill them repeatedly.&lt;br /&gt;
&lt;br /&gt;
    11. In-game information (such as mob or item stats, quest solutions,&lt;br /&gt;
        etc.) is not permitted over public channels or in public forums.&lt;br /&gt;
       See Also: HELP CHEAT.&lt;br /&gt;
       &lt;br /&gt;
    12. Do not attempt to take on someone else's identity without their&lt;br /&gt;
        permission. If you are involved with a roleplay plot, you should&lt;br /&gt;
        identify yourself to others if asked. See Also: HELP HARASSMENT.&lt;br /&gt;
 &lt;br /&gt;
    13. Making false accusations under these rules is a punishable&lt;br /&gt;
        offense.&lt;br /&gt;
&lt;br /&gt;
    14. Never lie to an immortal; always be fully co-operative with them. &lt;br /&gt;
        Do not assume they have all the information they need, and be as &lt;br /&gt;
        helpful as possible to them so that they can respond appropriately.&lt;br /&gt;
 &lt;br /&gt;
        If an immortal asks you to do something (such as moving a&lt;br /&gt;
        conversation on chat to a conference), you should follow their&lt;br /&gt;
        instructions. If you have a problem with what you have been asked to&lt;br /&gt;
        do or have questions about it, take it up with that immortal in &lt;br /&gt;
        private or the implementors at a later time.&lt;br /&gt;
&lt;br /&gt;
    15. Attempting to circumvent a ban for any reason, no matter how well&lt;br /&gt;
        intentioned the circumvention, eg: to prove that you're well behaved&lt;br /&gt;
        and don't deserve a ban, or to discuss with an immortal the reason&lt;br /&gt;
        behind your ban (this should be done by email to imp@legendmud.org), &lt;br /&gt;
        will extend the ban by 3 months per successful circumvention. All&lt;br /&gt;
        characters involved with circumventing a ban may be deleted upon sight&lt;br /&gt;
        with no reimbursement.&lt;br /&gt;
        &lt;br /&gt;
        If a ban is lifted, for any reason, the extension of the ban may also&lt;br /&gt;
        be lifted at the Implementor's discretion.&lt;br /&gt;
&lt;br /&gt;
    16. There are also several rules that we have cataloged under&lt;br /&gt;
        'etiquette.' Violations may result in penalties.&lt;br /&gt;
        See Also: HELP ETIQUETTE.&lt;br /&gt;
        &lt;br /&gt;
    17. Certain types of botting are not permitted. See Also: HELP BOT.&lt;br /&gt;
&lt;br /&gt;
    18. 'Spamming,' is not allowed. See Also: HELP SPAMMING.&lt;br /&gt;
&lt;br /&gt;
    19. If you can't be decent, you may not be welcome.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=380</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=380"/>
		<updated>2020-04-24T23:15:53Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players wanting to become an Immortal on Legend will follow the process outlined here.&lt;br /&gt;
&lt;br /&gt;
If the department head is not available for any part of the process, the imps should be used instead.&lt;br /&gt;
&lt;br /&gt;
= Submission Times =&lt;br /&gt;
Applications can be submitted at anytime.&lt;br /&gt;
&lt;br /&gt;
= Before Applying =&lt;br /&gt;
Prospective applicants should discuss their application with the department head of the department they wish to apply to. The department head will help guide the applicant through the process and provide feedback along the way. This also allows the applicant to verify that their proposal is not a duplication of effort.&lt;br /&gt;
&lt;br /&gt;
* The character with which you apply must be at least level 45.&lt;br /&gt;
* Be aware that applicants are expected to be available for scheduling time online following their application submission, until the close of voting.&lt;br /&gt;
* '''There is no guarantee that the application will be successful'''.&lt;br /&gt;
* Applicants must agree to [[The Immortal Code of Conduct]], which all immortals must follow.&lt;br /&gt;
* From submission to the result of voting, applicants are expected to obey the spirit of [[The Immortal Code of Conduct]].&lt;br /&gt;
&lt;br /&gt;
= Application Submission =&lt;br /&gt;
* Applicants will submit two applications, the [[General Application]] and a department specific proposal.&lt;br /&gt;
* Both applications should be submitted at the same time to the department head.&lt;br /&gt;
* The department head is expected to do a precursory review of the application and may request the applicant adjust the application before sending it to the imps.&lt;br /&gt;
&lt;br /&gt;
== Department Specific Proposals ==&lt;br /&gt;
* [[The Builder Proposal]]&lt;br /&gt;
* [[The Coding Proposal]]&lt;br /&gt;
** Arkenstone's original [[ArkenstoneApp|draft]] of Viking Scandinavia, with commentary.&lt;br /&gt;
* [[The PR Proposal]]&lt;br /&gt;
&lt;br /&gt;
= Review and Commenting =&lt;br /&gt;
The steps outlined in this phase will all occur at the same time.&lt;br /&gt;
* The application will be shared by the imps to the Immortal staff's email list.&lt;br /&gt;
** The Immortal staff will review and discuss the application.&lt;br /&gt;
** Any questions the Immortal staff have for the applicant will be sent to the imps for collation.&lt;br /&gt;
* Applicant character names will be announced on the welcome board, and on Legend's social media.&lt;br /&gt;
** These posts will request players to make private thoughtful comments about the applicant directly to the imps via mudmail or email, and will have a deadline for submission.&lt;br /&gt;
*** Submitted comments will be considered Immortal only information and the submitter's name not shared with the applicant, unless the submitter allows.&lt;br /&gt;
*** Submitted comments will be shared on the Immortal staff's email list.&lt;br /&gt;
** It is optional for players to submit commentary about the applicants on public boards, or social media, generally this is not considered official feedback for review purposes.&lt;br /&gt;
&lt;br /&gt;
= Interview =&lt;br /&gt;
After the deadline for questions by the Immortal staff and comments by players has been reached, an imp will schedule and conduct an interview with the applicant. The questions asked during the interview will be those submitted by the Immortal staff during the review and commenting phase.&lt;br /&gt;
A log of the interview will be shared to the Immortal staff's email list.&lt;br /&gt;
&lt;br /&gt;
= Voting =&lt;br /&gt;
Once the log of the interview has been shared with the Immortal staff, voting will commence using a weighted voting system, wherein department and titles affect the weight of the vote. Eg The head of the building department will have more weight on a building application than an assistant PR Immortal.&lt;br /&gt;
&lt;br /&gt;
= Results =&lt;br /&gt;
Once voting has completed, applicants will be informed by an imp of their results individually - if the application was successful the imp will schedule a time with that applicant to Immortalize them.&lt;br /&gt;
&lt;br /&gt;
Any successful applicants will be announced via the welcome board and on Legend's social media.&lt;br /&gt;
&lt;br /&gt;
== Re-submission ==&lt;br /&gt;
Applicants that were not successful are welcome to submit a new application no sooner than 3 months after the rejection, unless otherwise directed by an imp.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=379</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=379"/>
		<updated>2020-04-24T23:07:51Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players wanting to become an Immortal on Legend will follow the process outlined here.&lt;br /&gt;
&lt;br /&gt;
If the department head is not available for any part of the process, the imps should be used instead.&lt;br /&gt;
&lt;br /&gt;
= Submission Times =&lt;br /&gt;
Applications can be submitted at anytime.&lt;br /&gt;
&lt;br /&gt;
= Before Applying =&lt;br /&gt;
Prospective applicants should discuss their application with the department head of the department they wish to apply to. The department head will help guide the applicant through the process and provide feedback along the way. This also allows the applicant to verify that their proposal is not a duplication of effort.&lt;br /&gt;
&lt;br /&gt;
* The character with which you apply must be at least level 45.&lt;br /&gt;
* Be aware that applicants are expected to be available for scheduling time online following their application submission, until the close of voting.&lt;br /&gt;
* '''There is no guarantee that the application will be successful'''.&lt;br /&gt;
* Applicants must agree to the [[The Immortal Code of Conduct]], which all immortals must follow.&lt;br /&gt;
&lt;br /&gt;
= Application Submission =&lt;br /&gt;
* Applicants will submit two applications, the [[General Application]] and a department specific proposal.&lt;br /&gt;
* Both applications should be submitted at the same time to the department head.&lt;br /&gt;
* The department head is expected to do a precursory review of the application and may request the applicant adjust the application before sending it to the imps.&lt;br /&gt;
&lt;br /&gt;
== Department Specific Proposals ==&lt;br /&gt;
* [[The Builder Proposal]]&lt;br /&gt;
* [[The Coding Proposal]]&lt;br /&gt;
** Arkenstone's original [[ArkenstoneApp|draft]] of Viking Scandinavia, with commentary.&lt;br /&gt;
* [[The PR Proposal]]&lt;br /&gt;
&lt;br /&gt;
= Review and Commenting =&lt;br /&gt;
The steps outlined in this phase will all occur at the same time.&lt;br /&gt;
* The application will be shared by the imps to the Immortal staff's email list.&lt;br /&gt;
** The Immortal staff will review and discuss the application.&lt;br /&gt;
** Any questions the Immortal staff have for the applicant will be sent to the imps for collation.&lt;br /&gt;
* Applicant character names will be announced on the welcome board, and on Legend's social media.&lt;br /&gt;
** These posts will request players to make private thoughtful comments about the applicant directly to the imps via mudmail or email, and will have a deadline for submission.&lt;br /&gt;
*** Submitted comments will be considered Immortal only information and the submitter's name not shared with the applicant, unless the submitter allows.&lt;br /&gt;
*** Submitted comments will be shared on the Immortal staff's email list.&lt;br /&gt;
** It is optional for players to submit commentary about the applicants on public boards, or social media, generally this is not considered official feedback for review purposes.&lt;br /&gt;
&lt;br /&gt;
= Interview =&lt;br /&gt;
After the deadline for questions by the Immortal staff and comments by players has been reached, an imp will schedule and conduct an interview with the applicant. The questions asked during the interview will be those submitted by the Immortal staff during the review and commenting phase.&lt;br /&gt;
A log of the interview will be shared to the Immortal staff's email list.&lt;br /&gt;
&lt;br /&gt;
= Voting =&lt;br /&gt;
Once the log of the interview has been shared with the Immortal staff, voting will commence using a weighted voting system, wherein department and titles affect the weight of the vote. Eg The head of the building department will have more weight on a building application than an assistant PR Immortal.&lt;br /&gt;
&lt;br /&gt;
= Results =&lt;br /&gt;
Once voting has completed, applicants will be informed by an imp of their results individually - if the application was successful the imp will schedule a time with that applicant to Immortalize them.&lt;br /&gt;
&lt;br /&gt;
Any successful applicants will be announced via the welcome board and on Legend's social media.&lt;br /&gt;
&lt;br /&gt;
== Re-submission ==&lt;br /&gt;
Applicants that were not successful are welcome to submit a new application no sooner than 3 months after the rejection, unless otherwise directed by an imp.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=378</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=378"/>
		<updated>2020-04-24T23:03:05Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: /* Before Applying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players wanting to become an Immortal on Legend will follow the process outlined here.&lt;br /&gt;
&lt;br /&gt;
If the department head is not available for any part of the process, the imps should be used instead.&lt;br /&gt;
&lt;br /&gt;
= Before Applying =&lt;br /&gt;
Prospective applicants should discuss their application with the department head of the department they wish to apply to. The department head will help guide the applicant through the process and provide feedback along the way. This also allows the applicant to verify that their proposal is not a duplication of effort.&lt;br /&gt;
&lt;br /&gt;
The character with which you apply must be at least level 45.&lt;br /&gt;
&lt;br /&gt;
Be aware that applicants are expected to be available for scheduling time online following their application submission, until the close of voting.&lt;br /&gt;
&lt;br /&gt;
Applicants must agree to the [[The Immortal Code of Conduct]], which all immortals must follow.&lt;br /&gt;
&lt;br /&gt;
= Application Submission =&lt;br /&gt;
* Applicants will submit two applications, the [[General Application]] and a department specific proposal.&lt;br /&gt;
* Both applications should be submitted at the same time to the department head.&lt;br /&gt;
* The department head is expected to do a precursory review of the application and may request the applicant adjust the application before sending it to the imps.&lt;br /&gt;
&lt;br /&gt;
== Department Specific Proposals ==&lt;br /&gt;
* [[The Builder Proposal]]&lt;br /&gt;
* [[The Coding Proposal]]&lt;br /&gt;
** Arkenstone's original [[ArkenstoneApp|draft]] of Viking Scandinavia, with commentary.&lt;br /&gt;
* [[The PR Proposal]]&lt;br /&gt;
&lt;br /&gt;
= Review and Commenting =&lt;br /&gt;
The steps outlined in this phase will all occur at the same time.&lt;br /&gt;
* The application will be shared by the imps to the Immortal staff's email list.&lt;br /&gt;
** The Immortal staff will review and discuss the application.&lt;br /&gt;
** Any questions the Immortal staff have for the applicant will be sent to the imps for collation.&lt;br /&gt;
* Applicant character names will be announced on the welcome board, and on Legend's social media.&lt;br /&gt;
** These posts will request players to make private thoughtful comments about the applicant directly to the imps via mudmail or email, and will have a deadline for submission.&lt;br /&gt;
*** Submitted comments will be considered Immortal only information and the submitter's name not shared with the applicant, unless the submitter allows.&lt;br /&gt;
*** Submitted comments will be shared on the Immortal staff's email list.&lt;br /&gt;
** It is optional for players to submit commentary about the applicants on public boards, or social media, generally this is not considered official feedback for review purposes.&lt;br /&gt;
&lt;br /&gt;
= Interview =&lt;br /&gt;
After the deadline for questions by the Immortal staff and comments by players has been reached, an imp will schedule and conduct an interview with the applicant. The questions asked during the interview will be those submitted by the Immortal staff during the review and commenting phase.&lt;br /&gt;
A log of the interview will be shared to the Immortal staff's email list.&lt;br /&gt;
&lt;br /&gt;
= Voting =&lt;br /&gt;
Once the log of the interview has been shared with the Immortal staff, voting will commence using a weighted voting system, wherein department and titles affect the weight of the vote. Eg The head of the building department will have more weight on a building application than an assistant PR Immortal.&lt;br /&gt;
&lt;br /&gt;
= Results =&lt;br /&gt;
Once voting has completed, applicants will be informed by an imp of their results individually - if the application was successful the imp will schedule a time with that applicant to Immortalize them.&lt;br /&gt;
&lt;br /&gt;
Any successful applicants will be announced via the welcome board and on Legend's social media.&lt;br /&gt;
&lt;br /&gt;
== Re-submission ==&lt;br /&gt;
Applicants that were not successful are welcome to submit a new application no sooner than 3 months after the rejection, unless otherwise directed by an imp.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=377</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=377"/>
		<updated>2020-04-24T22:12:24Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players wanting to become an Immortal on Legend will follow the process outlined here.&lt;br /&gt;
&lt;br /&gt;
If the department head is not available for any part of the process, the imps should be used instead.&lt;br /&gt;
&lt;br /&gt;
= Before Applying =&lt;br /&gt;
Prospective applicants should discuss their application with the department head of the department they wish to apply to. The department head will help guide the applicant through the process and provide feedback along the way. This also allows the applicant to verify that their proposal is not a duplication of effort.&lt;br /&gt;
&lt;br /&gt;
The character with which you apply must be at least level 45.&lt;br /&gt;
&lt;br /&gt;
Be aware that applicants are expected to be available for scheduling time online following their application submission, until the close of voting.&lt;br /&gt;
&lt;br /&gt;
= Application Submission =&lt;br /&gt;
* Applicants will submit two applications, the [[General Application]] and a department specific proposal.&lt;br /&gt;
* Both applications should be submitted at the same time to the department head.&lt;br /&gt;
* The department head is expected to do a precursory review of the application and may request the applicant adjust the application before sending it to the imps.&lt;br /&gt;
&lt;br /&gt;
== Department Specific Proposals ==&lt;br /&gt;
* [[The Builder Proposal]]&lt;br /&gt;
* [[The Coding Proposal]]&lt;br /&gt;
** Arkenstone's original [[ArkenstoneApp|draft]] of Viking Scandinavia, with commentary.&lt;br /&gt;
* [[The PR Proposal]]&lt;br /&gt;
&lt;br /&gt;
= Review and Commenting =&lt;br /&gt;
The steps outlined in this phase will all occur at the same time.&lt;br /&gt;
* The application will be shared by the imps to the Immortal staff's email list.&lt;br /&gt;
** The Immortal staff will review and discuss the application.&lt;br /&gt;
** Any questions the Immortal staff have for the applicant will be sent to the imps for collation.&lt;br /&gt;
* Applicant character names will be announced on the welcome board, and on Legend's social media.&lt;br /&gt;
** These posts will request players to make private thoughtful comments about the applicant directly to the imps via mudmail or email, and will have a deadline for submission.&lt;br /&gt;
*** Submitted comments will be considered Immortal only information and the submitter's name not shared with the applicant, unless the submitter allows.&lt;br /&gt;
*** Submitted comments will be shared on the Immortal staff's email list.&lt;br /&gt;
** It is optional for players to submit commentary about the applicants on public boards, or social media, generally this is not considered official feedback for review purposes.&lt;br /&gt;
&lt;br /&gt;
= Interview =&lt;br /&gt;
After the deadline for questions by the Immortal staff and comments by players has been reached, an imp will schedule and conduct an interview with the applicant. The questions asked during the interview will be those submitted by the Immortal staff during the review and commenting phase.&lt;br /&gt;
A log of the interview will be shared to the Immortal staff's email list.&lt;br /&gt;
&lt;br /&gt;
= Voting =&lt;br /&gt;
Once the log of the interview has been shared with the Immortal staff, voting will commence using a weighted voting system, wherein department and titles affect the weight of the vote. Eg The head of the building department will have more weight on a building application than an assistant PR Immortal.&lt;br /&gt;
&lt;br /&gt;
= Results =&lt;br /&gt;
Once voting has completed, applicants will be informed by an imp of their results individually - if the application was successful the imp will schedule a time with that applicant to Immortalize them.&lt;br /&gt;
&lt;br /&gt;
Any successful applicants will be announced via the welcome board and on Legend's social media.&lt;br /&gt;
&lt;br /&gt;
== Re-submission ==&lt;br /&gt;
Applicants that were not successful are welcome to submit a new application no sooner than 3 months after the rejection, unless otherwise directed by an imp.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=376</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=376"/>
		<updated>2020-04-24T19:44:21Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players wanting to become an Immortal on Legend will follow the process outlined here.&lt;br /&gt;
&lt;br /&gt;
If the department head is not available for any part of the process, the imps should be used instead.&lt;br /&gt;
&lt;br /&gt;
= Before Applying =&lt;br /&gt;
Prospective applicants should discuss their application with the department head of the department they wish to apply to. The department head will help guide the applicant through the process and provide feedback along the way. This also allows the applicant to verify that their proposal is not a duplication of effort.&lt;br /&gt;
&lt;br /&gt;
Be aware that applicants are expected to be available for scheduling time online following their application submission, until the close of voting.&lt;br /&gt;
&lt;br /&gt;
= Application Submission =&lt;br /&gt;
* Applicants will submit two applications, the [[General Application]] and a department specific proposal.&lt;br /&gt;
* Both applications should be submitted at the same time to the department head.&lt;br /&gt;
* The department head is expected to do a precursory review of the application and may request the applicant adjust the application before sending it to the imps.&lt;br /&gt;
&lt;br /&gt;
== Department Specific Proposals ==&lt;br /&gt;
* [[The Builder Proposal]]&lt;br /&gt;
* [[The Coding Proposal]]&lt;br /&gt;
** Arkenstone's original [[ArkenstoneApp|draft]] of Viking Scandinavia, with commentary.&lt;br /&gt;
* [[The PR Proposal]]&lt;br /&gt;
&lt;br /&gt;
= Review and Commenting =&lt;br /&gt;
The steps outlined in this phase will all occur at the same time.&lt;br /&gt;
* The application will be shared by the imps to the Immortal staff's email list.&lt;br /&gt;
** The Immortal staff will review and discuss the application.&lt;br /&gt;
** Any questions the Immortal staff have for the applicant will be sent to the imps for collation.&lt;br /&gt;
* Applicant character names will be announced on the welcome board, and on Legend's social media.&lt;br /&gt;
** These posts will request players to make private thoughtful comments about the applicant directly to the imps via mudmail or email, and will have a deadline for submission.&lt;br /&gt;
*** Submitted comments will be considered Immortal only information and the submitter's name not shared with the applicant, unless the submitter allows.&lt;br /&gt;
*** Submitted comments will be shared on the Immortal staff's email list.&lt;br /&gt;
** It is optional for players to submit commentary about the applicants on public boards, or social media, generally this is not considered official feedback for review purposes.&lt;br /&gt;
&lt;br /&gt;
= Interview =&lt;br /&gt;
After the deadline for questions by the Immortal staff and comments by players has been reached, an imp will schedule and conduct an interview with the applicant. The questions asked during the interview will be those submitted by the Immortal staff during the review and commenting phase.&lt;br /&gt;
A log of the interview will be shared to the Immortal staff's email list.&lt;br /&gt;
&lt;br /&gt;
= Voting =&lt;br /&gt;
Once the log of the interview has been shared with the Immortal staff, voting will commence using a weighted voting system, wherein department and titles affect the weight of the vote. Eg The head of the building department will have more weight on a building application than an assistant PR Immortal.&lt;br /&gt;
&lt;br /&gt;
= Results =&lt;br /&gt;
Once voting has completed, applicants will be informed by an imp of their results individually - if the application was successful the imp will schedule a time with that applicant to Immortalize them.&lt;br /&gt;
&lt;br /&gt;
Any successful applicants will be announced via the welcome board and on Legend's social media.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=375</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=375"/>
		<updated>2020-04-24T19:36:17Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All players wanting to become an immortal on Legend will follow the process outlined here.&lt;br /&gt;
&lt;br /&gt;
If the department head is not available for any part of the process, the imps should be used instead.&lt;br /&gt;
&lt;br /&gt;
= Before Applying =&lt;br /&gt;
Prospective applicants should discuss their application with the department head of the department they wish to apply to. The department head will help guide the applicant through the process and provide feedback along the way. This also allows the applicant to verify that their proposal is not a duplication of effort.&lt;br /&gt;
&lt;br /&gt;
Be aware that applicants are expected to be available for scheduling time online following their application submission, until the close of voting.&lt;br /&gt;
&lt;br /&gt;
= Application Submission =&lt;br /&gt;
* Applicants will submit two applications, the [[General Application]] and a department specific proposal.&lt;br /&gt;
* Both applications should be submitted at the same time to the department head.&lt;br /&gt;
* The department head is expected to do a precursory review of the application and may request the applicant adjust the application before sending it to the imps.&lt;br /&gt;
&lt;br /&gt;
== Department Specific Proposals ==&lt;br /&gt;
* [[The Builder Proposal]]&lt;br /&gt;
* [[The Coding Proposal]]&lt;br /&gt;
** Arkenstone's original [[ArkenstoneApp|draft]] of Viking Scandinavia, with commentary.&lt;br /&gt;
* [[The PR Proposal]]&lt;br /&gt;
&lt;br /&gt;
= Review and Commenting =&lt;br /&gt;
The steps outlined in this phase will all occur at the same time.&lt;br /&gt;
* The application will be shared by the imps to the immortal staff's email list.&lt;br /&gt;
** The immortal staff will review and discuss the application.&lt;br /&gt;
** Any questions the immortal staff have for the applicant will be sent to the imps for collation.&lt;br /&gt;
* Applicant character names will be announced on the welcome board, and on Legend's social media.&lt;br /&gt;
** These posts will request players to make private thoughtful comments about the applicant directly to the imps via mudmail or email, and will have a deadline for submission.&lt;br /&gt;
*** Submitted comments will be considered immortal only information and the submitter's name not shared with the applicant, unless the submitter allows.&lt;br /&gt;
*** Submitted comments will be shared on the immortal staff's email list.&lt;br /&gt;
** It is optional for players to submit commentary about the applicants on public boards, or social media, generally this is not considered official feedback for review purposes.&lt;br /&gt;
&lt;br /&gt;
= Interview =&lt;br /&gt;
After the deadline for questions by the immortal staff and comments by players has been reached, an imp will schedule and conduct an interview with the applicant. The questions asked during the interview will be those submitted by the immortal staff during the review and commenting phase.&lt;br /&gt;
A log of the interview will be shared to the immortal staff's email list.&lt;br /&gt;
&lt;br /&gt;
= Voting =&lt;br /&gt;
Once the log of the interview has been shared with the immortal staff, voting will commence using a weighted voting system, wherein department and titles affect the weight of the vote. Eg The head of the building department will have more weight on a building application than an assistant PR immortal.&lt;br /&gt;
&lt;br /&gt;
= Results =&lt;br /&gt;
Once voting has completed, applicants will be informed by an imp of their results individually - if the application was successful the imp will schedule a time with that applicant to immortalize them.&lt;br /&gt;
&lt;br /&gt;
Any successful applicants will be announced via the welcome board and on Legend's social media.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Documents_of_Interest&amp;diff=374</id>
		<title>Documents of Interest</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Documents_of_Interest&amp;diff=374"/>
		<updated>2020-04-24T18:30:52Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: /* Immortal Applications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page has different sorts of links:&lt;br /&gt;
* links useful to those interested in mud and online world design specifically.&lt;br /&gt;
* links that are about game design in general.&lt;br /&gt;
* links directly related to playing Legend or from Legend players&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Generic Links ===&lt;br /&gt;
* [[Seph's Interview of Ptah]]&lt;br /&gt;
* [[Mud of the Month Interview]]&lt;br /&gt;
* [[An Essay on Ethics and Virtual Reality]]&lt;br /&gt;
* [[Scripting on Diku Derived MUDs]]&lt;br /&gt;
* [[A Story About A Tree]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Studies and histories of specific online worlds ===&lt;br /&gt;
* [https://www.rider.edu/ Rider University] once hosted ''Life at the Palace: a Cyberpsychology Case Study'' which was an extensive and detailed study of the graphical chat space ''The Palace''&lt;br /&gt;
* [https://www.wired.com/ Wired] once hosted ''Killers Have More Fun'' an article by Dr Amy Jo Kim about ''Ultimate Online''.&lt;br /&gt;
* On his site, Richard Bartle has a [https://mud.co.uk/richard/mud.htm page of links] to material about specific muds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Papers, essays, references, and other research materials ===&lt;br /&gt;
* Richard Bartle's homepage has a multitude of good material on it. Some of the more notable material includes:&lt;br /&gt;
** The Arch-Wizard Archives contains Michael Lawrie's &amp;quot;Confessions of an Arch-wizard&amp;quot; which is a seminal document on how to administrate muds.&lt;br /&gt;
** Howard Rheingold's Brainstorms has a few items of interest to mud designers:&lt;br /&gt;
** A chapter from Virtual Communities that deals with muds&lt;br /&gt;
** An essay entitled &amp;quot;Virtual Communities, Phony Civil Society?&amp;quot; which has interesting implications for those interested in virtual societies.&lt;br /&gt;
** Another essay, by Jan Fernback &amp;amp; Brad Thompson, entitled &amp;quot;Virtual Communities: Abort, Retry, Failure?&amp;quot; that covers similar territory.&lt;br /&gt;
** The fantastic Papers - [ Synchronous Communications | VR | 3D ] page indexes and lists abstracts for a virtual mountain of important papers on muds, including work by Elizabeth Reid, Julian Dibbell, Richard MacKinnon, Richard Bartle, Amy Bruckman, Pavel Curtis, and others.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Mud design links ===&lt;br /&gt;
* Marian Griffith's Roleplaying page includes her !Overlord Project, which is a collaborative design for a roleplaying-focused mud.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== General game design sites and documents ===&lt;br /&gt;
* Items by Chris Crawford:&lt;br /&gt;
** His seminal book The Art of Computer Game Design&lt;br /&gt;
** Various writings of his on game design&lt;br /&gt;
&lt;br /&gt;
* GameDev's library of game design links.&lt;br /&gt;
* Gamasutra is a game development industry hangout that often features game design articles.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Immortal Applications ===&lt;br /&gt;
&lt;br /&gt;
[[The Immortal Proposal Process]]&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=373</id>
		<title>The Immortal Proposal Process</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Proposal_Process&amp;diff=373"/>
		<updated>2020-04-24T18:30:51Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: Created page with &amp;quot;1. General Application  2. The Coding Proposal  3. The Builder Proposal *Arkenstone's original draft of Viking Scandinavia, with commentary.  4....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1. [[General Application]]&lt;br /&gt;
&lt;br /&gt;
2. [[The Coding Proposal]]&lt;br /&gt;
&lt;br /&gt;
3. [[The Builder Proposal]]&lt;br /&gt;
*Arkenstone's original [[ArkenstoneApp|draft]] of Viking Scandinavia, with commentary.&lt;br /&gt;
&lt;br /&gt;
4. [[The PR Proposal]]&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Code_of_Conduct&amp;diff=372</id>
		<title>The Immortal Code of Conduct</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Code_of_Conduct&amp;diff=372"/>
		<updated>2020-04-24T17:41:33Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Principles =&lt;br /&gt;
An Immortal on Legend is there to:&lt;br /&gt;
* Improve Legend.&lt;br /&gt;
* Make the experience of being on Legend enjoyable for everyone, not just a select set of players.&lt;br /&gt;
* Respect the players.&lt;br /&gt;
* Represent Legend to the world.&lt;br /&gt;
&lt;br /&gt;
= Specifics =&lt;br /&gt;
This is not a comprehensive list of verboten cases for Legend Immortals, but should be treated more of a guideline for behavior. This represents the '''spirit''' of the rules. For Immortals, violating the spirit of the rules is akin to violating the letter of the law.&lt;br /&gt;
&lt;br /&gt;
== Common Sense ==&lt;br /&gt;
Legend Immortals should always use their head when presented with any situation - they should stop and think before taking any action, whether it sending a tell, loading an object, or warning a player. If an Immortal is not sure if what they're doing is against the rules, they should always check with their department head, or an imp.&lt;br /&gt;
&lt;br /&gt;
== Command Abuse ==&lt;br /&gt;
Using Immortal powers to give benefit to '''any''' mortal, whether that mortal is an alt of the Immortal or not, beyond the scope of normal Immortal duties, is considered abuse of Immortal powers - this includes using Immortal skills and spells to benefit '''any''' mortal.&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
Examples of things Immortals should not do:&lt;br /&gt;
* Transfer a player from anywhere but OOC unless within the scope of their job.&lt;br /&gt;
* Attack or kill a player by any means.&lt;br /&gt;
* Spy on a player or other Immortal, unless required within the scope of their job.&lt;br /&gt;
* Heal a player.&lt;br /&gt;
* Use Immortal knowledge or commands for in-game benefits.&lt;br /&gt;
** Eg: Telling another player where an item, mob, or player is.&lt;br /&gt;
** Eg: Finding an item, mob, or player with their mortal alt that the mortal would not have been able to find without their Immortal.&lt;br /&gt;
* Steal from a player.&lt;br /&gt;
* Revealing other players alts to anyone.&lt;br /&gt;
* Load or otherwise obtain objects for players.&lt;br /&gt;
* Alter or affect a character's attributes or equipment.&lt;br /&gt;
* Transfer mobs to anywhere that they do not normally belong.&lt;br /&gt;
* Register unapproved descriptions.&lt;br /&gt;
* String items without the required coupon.&lt;br /&gt;
&lt;br /&gt;
== Harassment ==&lt;br /&gt;
An Immortal harassing any player, whether mortal or Immortal in any way has no place on Legend.&lt;br /&gt;
&lt;br /&gt;
== Providing Information ==&lt;br /&gt;
* Immortals may not give out direct information about quests, items, mobs, etc.&lt;br /&gt;
* If a player comes across an issue with something, an Immortal may provide hints, or explain in general terms why something happened.&lt;br /&gt;
** If an Immortal is unaware of why something happened, they should be open with the player they are speaking with, and follow up with their department head, or an imp.&lt;br /&gt;
* Within the above scope, Immortals should at all times be as helpful as possible.&lt;br /&gt;
* The mortal alts of an Immortal are held to the above standard.&lt;br /&gt;
&lt;br /&gt;
= Summary =&lt;br /&gt;
This code of conduct is intended to:&lt;br /&gt;
* Encourage trust in the Immortal staff.&lt;br /&gt;
* Encourage the Immortal staff to be creative and take a helpful role in the development of the mud.&lt;br /&gt;
* Encourage a more mature and polite atmosphere on Legend.&lt;br /&gt;
&lt;br /&gt;
= Immortal Applicants =&lt;br /&gt;
If you are reading this page as required by the Immortal application guidelines, and do not feel comfortable with the principles embodied in the above, it is suggested you reconsider proposing to become a member of the Immortal staff.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Advanced_Reference&amp;diff=371</id>
		<title>Advanced Reference</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Advanced_Reference&amp;diff=371"/>
		<updated>2020-04-24T16:48:47Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Advanced Reference&lt;br /&gt;
&lt;br /&gt;
Being a Repository of the Documents which are frequently Referred to.&lt;br /&gt;
The following pages serve as reference material. This is the section to come to if you are looking for complete lists of commands, detailed descriptions of policies, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commands reference&lt;br /&gt;
&lt;br /&gt;
* [[Help Files]] - gives you access to all the help files from the the game. (If this is too slow, you can still use the old General Help interface.)&lt;br /&gt;
* [[Commands]] lists all the commands available on the mud, with the exception of specialized commands that are listed below.&lt;br /&gt;
* [[Board editor commands]] lists the commands used in the text editor when writing board posts and mail.&lt;br /&gt;
* [[Moods]] lists all of the moods you can use with Legend's special speech system and emotes.&lt;br /&gt;
* [[Options]] documents all the interface configuration options available on LegendMUD.&lt;br /&gt;
* [[Socials]] lists all of the social commands available. These are commands used for personal expressions (like smiling, hugging, or bouncing around).&lt;br /&gt;
* The [[GM Guide]] is a basic handbook and reference for players interested in founding and running a clan.&lt;br /&gt;
&lt;br /&gt;
Playing reference&lt;br /&gt;
&lt;br /&gt;
* [[Games and Events]] - a popular aspect of LegendMUD, this guide outlines some of the many games and events which players can enjoy.&lt;br /&gt;
* [[A Guide to Quests]] - tips and ideas about dealing with quests, including how to find them, and how to finish them.&lt;br /&gt;
&lt;br /&gt;
Policies reference&lt;br /&gt;
&lt;br /&gt;
* [[The Code of Conduct]] describes the acceptable behavior for both players and staff on Legend.&lt;br /&gt;
* [[The Immortal Code of Conduct]] describes additional standards for the staff on Legend.&lt;br /&gt;
* [[Playerkilling]] describes the policies and etiquette regarding playerkilling-enabled characters and playerkilling.&lt;br /&gt;
* [[Stringing]] describes the policies on stringing items (making them custom items).&lt;br /&gt;
* [[Housing]] describes the policies on obtaining a personal home or a clan hall.&lt;br /&gt;
* [[Descriptions]] describes our policies on obtaining custom character descriptions, and what standards the description must meet.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Immortal_Code_of_Conduct&amp;diff=370</id>
		<title>The Immortal Code of Conduct</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Immortal_Code_of_Conduct&amp;diff=370"/>
		<updated>2020-04-24T16:47:41Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: Mertjai moved page The Immort Code of Conduct to The Immortal Code of Conduct without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
___                                                                        ___&lt;br /&gt;
\  |----------------------------------------------------------------------|  /&lt;br /&gt;
/__|                       IMM CONDUCT IMM-CONDUCT                        |__\&lt;br /&gt;
   '----------------------------------------------------------------------'&lt;br /&gt;
* Immortals are not permitted to give in-game help. Attempting to get an&lt;br /&gt;
  immortal to give in-game assistance or information is illegal, including&lt;br /&gt;
  loading items for you, changing character statistics, or provide&lt;br /&gt;
  information about other players' characters, sites, etc. Repeated attempts&lt;br /&gt;
  may be considered harassment.&lt;br /&gt;
&lt;br /&gt;
* Immorts are not permitted to use their status as immortals for the&lt;br /&gt;
  benefit of their other characters.&lt;br /&gt;
&lt;br /&gt;
* Immorts are not permitted to use their status as immortals to abuse or&lt;br /&gt;
  harass players; they may not use their abilities to help players outside&lt;br /&gt;
  the realm of their immortal duties.&lt;br /&gt;
&lt;br /&gt;
* Immorts are governed by a strict code of conduct, which is published&lt;br /&gt;
  on the web site. If you believe you have been wrongfully treated&lt;br /&gt;
  by an immortal, inform the Implementors, at imp@legendmud.org.&lt;br /&gt;
&lt;br /&gt;
To reach an immortal via email, simply use their imm name in the&lt;br /&gt;
address. Example: huma@legendmud.org&lt;br /&gt;
&lt;br /&gt;
See also: HELP RULES&lt;br /&gt;
 __                                                                       &lt;br /&gt;
__&lt;br /&gt;
&amp;gt;__|----------------------------------------------------------------------|__&amp;lt;&lt;br /&gt;
   '----------------------------------------------------------------------'&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_PR_Proposal&amp;diff=369</id>
		<title>The PR Proposal</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_PR_Proposal&amp;diff=369"/>
		<updated>2019-12-05T21:04:50Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Proposal Overview==&lt;br /&gt;
&lt;br /&gt;
There are two steps to proposing for PR.&lt;br /&gt;
&lt;br /&gt;
The first is to submit a general proposal, which is a separate document from this. The second is to submit a PR proposal, which in itself has 2 parts -- your project, and a discussion of you as a PR imm.&lt;br /&gt;
&lt;br /&gt;
Dicuss your project with the head of PR before proposing it. Keep in mind that PR is a unique area of Immortal work and it is required that whichever character you put up for promotion should be relatively well-known to the Mud community as a whole, a distinction that will be made by the immortal staff. If we find that the character does not meet our requirements, you will be asked to pick a different alt or to try again in 6 months.&lt;br /&gt;
&lt;br /&gt;
Then, after you've mailed both parts of your proposal to the head of PR, the immort staff will discuss your proposal and vote on it. We'll try to let you know the outcome two weeks after we receive proposals.&lt;br /&gt;
&lt;br /&gt;
Each immortal votes, but votes from inside the department are weighted more than those outside of the department, and votes from full PR immortals are more heavily weighted than those of assistant PR immortals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Your Project==&lt;br /&gt;
&lt;br /&gt;
===A) Introduction===&lt;br /&gt;
&lt;br /&gt;
As you decide what your project will be, please keep these requirements in mind:&lt;br /&gt;
&lt;br /&gt;
You must speak with the head of PR before working on your project. This allows you to avoid proposing a project that PR staff has already completed or is already working on.&lt;br /&gt;
&lt;br /&gt;
Your project must serve one or more of the PR department goals, this does not include a new game, a series of games, running games, or enabling others to run games. The long-term goal of PR is to make this the friendliest mud on the Net, with a welcoming atmosphere, a rich diversity of people, a mature atmosphere, and a depth of social context unmatched anywhere.&lt;br /&gt;
&lt;br /&gt;
Some specific aims of PR include, but are not limited to:&lt;br /&gt;
&lt;br /&gt;
*promote and encourage roleplaying&lt;br /&gt;
*promote Legend's OOC aspects as a community of players with similar interests and goals&lt;br /&gt;
*promote Legend's IC aspects as a community of characters with &lt;br /&gt;
*extremely different (and changing) goals and interests&lt;br /&gt;
*find new and better ways to acknowledge imm and mort accomplishments&lt;br /&gt;
*expand and maintain the OOC area.&lt;br /&gt;
*roleplaying impromptu competitions&lt;br /&gt;
*immort-sponsored tinyplots and pkill tournaments&lt;br /&gt;
*expand and maintain the Legendmud website and social media outlets.&lt;br /&gt;
*promote LegendMUD both on the internet and off.&lt;br /&gt;
*maintain the Legendary Times newsletter.&lt;br /&gt;
*expand and maintain all documents. (historical archives, FAQ's, new  helper guide, etc.)&lt;br /&gt;
*Your proposal should work to improve one or more of these goals, if you aren't sure consult the Head of PR.&lt;br /&gt;
&lt;br /&gt;
If your project is event oriented, include how often you'd run specific events and/or make variations in order to maintain player interest.&lt;br /&gt;
&lt;br /&gt;
Sell yourself! Make your proposal as interesting and exciting as you can (enthusiasm is contagious). Remember that your project needs to be substantial. Think big. And think about how much work your friends put into their building proposals. That's what we want from you.&lt;br /&gt;
&lt;br /&gt;
Be sure you choose your proposal based on what YOU are interested in. You'll have to be the one doing it, after all.&lt;br /&gt;
&lt;br /&gt;
===B) Instructions===&lt;br /&gt;
&lt;br /&gt;
Please include your answers to the following, in paragraph form. Give lots of details so that we can see and appreciate your thinking.&lt;br /&gt;
&lt;br /&gt;
1) General overview of the proposed project:&lt;br /&gt;
&lt;br /&gt;
What do you intend to do? How long will it take (a month? two?) When, if it is a series of events, on what dates will it take place (May Day? the Eve of St. Agnes?) What parts of the mud might be involved? What groups of players?&lt;br /&gt;
&lt;br /&gt;
2) Requirements to carry out the project:&lt;br /&gt;
&lt;br /&gt;
What will you need to complete the project? What immortals' help will you need (that is, what kind of effects are you trying to achieve)? What (if any) items and/or mobs would be needed? Will new rooms need to be written? Would existing ones need to be modified? What kinds of advertising will you need to do? What kinds of controls will you need (for instance, how might you keep newbies safe from aggressive mobs?). Again, what kind of time frame is involved?&lt;br /&gt;
&lt;br /&gt;
3) Purpose of the Project:&lt;br /&gt;
&lt;br /&gt;
How is this project different from the other PR projects, that you are aware of, already taking place? What's unique about your project? How would the players and/or immortal staff benefit from it? What information might it provide. In essence, how would your project make Legend a better place?&lt;br /&gt;
&lt;br /&gt;
4) A Detailed Explanation of one Part:&lt;br /&gt;
&lt;br /&gt;
Take all or part of your project and show us how you would go about it, step by step. Include a projected time line if applicable (i.e. first week, second week). How would you organize it? Tinyplotters should include one scenario. If your project requires advertising, write up a brief social media ad, or article for the Legendary Times. Show us that you've worked out how you'd get all or part of your project accomplished. This section also gives you a chance to display your knowledge of the mud, (since you'll need to be working with various parts of the mud in the course of your project). If your project involves writing, include an example of what you are writing, such as a new LT article, a post about Legend for a forum, show us how good an author you really are.&lt;br /&gt;
&lt;br /&gt;
C) Examples&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
This person is interested in tinyplots, getting players and mobs interacting in rp scenarios.&lt;br /&gt;
&lt;br /&gt;
A) General overview of the proposed project:&lt;br /&gt;
&lt;br /&gt;
I propose to do monthly invasions (IE, mob attacks of specific areas), mostly with historical groups of enemies (for instance, Picts vs. Romans). This would include the appropriate area(s) on the mud, (for instance, Roman Britain and Pict country) and would be open to all appropriate levels of players. This could be a fairly wide range, depending upon the types of mobs present in the given area. Although playerkilling might be involved, the intention of my project is to have players killing mobs rather than each other (so if a player signs up with the Romans, he or she would kill Picts). The players would be given motivation to help repel the invasion. For instance, in my Roman/Picts scenario, I'd offer some kind of pendants (a special string) to the winning side. I'd also like to award titles, if that seems appropriate (such as &amp;quot;Defender of the Pict Tribe&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
B) Requirements to carry out the project:&lt;br /&gt;
&lt;br /&gt;
For instance, our said &amp;quot;Invasions&amp;quot; proposer would need to tell us what mobs and objects she would need, and what kind of assistance she'd need from the Building and/or Player Relations department. She'd need to consider how she'd keep newbies safe from aggressive mobs, as well as whether to keep the area out of bounds from players not participating in the roleplay. Plus, she'd need to tell us what kinds of advertising she'd need (i.e. in the Legendary Times, on the boards, and/or in newsgroups).&lt;br /&gt;
&lt;br /&gt;
She might write:&lt;br /&gt;
&amp;quot;I'd need some kind of help in order to animate the Picts and Romans, so that each side could have a leader that would recruit players and talk on chat. I'd keep newbies out by putting up lots of signs and patrolling the area (and maybe with a special mob if possible). I wouldn't keep non-participating players away, though, but rather, try to get them involved (if only as innocent bystanders caught up in the fray). However, they'd need to register with me in order to be eligible for prizes should their side win. I'd advertise in the LT and welcome boards. In addition, I'd do a couple of local posts with mobs in the Roman Britain area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
C) Purpose of the Project:&lt;br /&gt;
&lt;br /&gt;
Thus, the &amp;quot;Invasions&amp;quot; author would need to explain why exactly monthly invasions of mobs in various areas would benefit the mud. She might say:&lt;br /&gt;
&amp;quot;These invasions would give the players a way to combine killing mobs with roleplay (something that can be hard to do). They'd also enhance the historical aspects of LegendMUD, since all of these invasions would be based on actual (or at least legendary) invasions. Players would have fun killing mobs, roleplaying their various roles, and even learn a bit more history. Moreover, the roles they play during the invasions could easily extend to their adventures outside of the Invasions scenarios.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
D) A Detailed Explanation of one Part:&lt;br /&gt;
&lt;br /&gt;
Returning to our Invasions author, she'd need to develop one invasion event in detail, and plot the scenario out, including the (planned) actions of the various mobs involved.&lt;br /&gt;
&lt;br /&gt;
She might write the following: &lt;br /&gt;
&amp;quot;The battle starts when a stray Roman arrow fired from the garrison as Hadrian's Wall hits a Pict hunter. Immediately, his comrades come out in force to avenge his death. The battle will last at least one RL hour, or until the Picts are driven back behind Hadrian's Wall. The battle will be announced through Chat and lots of hollering. (Chat Pict hunter: Argh! That beastly Roman just shot an arrow. Chat Pict Chieftain: We must avenge our brother!)&lt;br /&gt;
&lt;br /&gt;
In addition, I'll place an &amp;quot;ad&amp;quot; in the LT and on the welcome board that'll go something like this (only more fleshed out) &lt;br /&gt;
'Ever wished that you had lived during the thrilling times when the Picts battled to free themselves of Roman interference? Ever wanted to take the role of a Pict, Roman, or innocent bystander? Here's your chance! Join us for battle and mayhem on July 10, at 3 PM CST.'&lt;br /&gt;
&lt;br /&gt;
This will be one in a series of invasions. Once I've run this scenario, I'll run some others in various parts of the mud. If this scenario develops its own momentum, I may even run some sequels or additions to it (and maybe work some of the other areas into the story arc if possible).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==You as a PR Imm==&lt;br /&gt;
&lt;br /&gt;
A) Who are you?&lt;br /&gt;
&lt;br /&gt;
How much time and energy will you devote to PR duties as an immort? Be realistic in your appraisal of your time, as being online and visible with your immortal is one of the most important aspects of the PR job. What hours are you most often logged on? What days? Where do you live?&lt;br /&gt;
&lt;br /&gt;
Have you ever had to deal with upset or angry people in a professional capacity? What is your attitude about complaints and mistakes?&lt;br /&gt;
&lt;br /&gt;
What is your greatest weakness as a person and an applicant for this position? How will you try to compensate for or overcome this weakness?&lt;br /&gt;
&lt;br /&gt;
B) Your Abilities&lt;br /&gt;
&lt;br /&gt;
These questions are designed to measure your creativity and your ability to organize and plan events. Please answer according to the directions, and take as much space as you feel you need.&lt;br /&gt;
&lt;br /&gt;
1. Events, Games and Maintenance -- Answer all 5&lt;br /&gt;
&lt;br /&gt;
Describe a fun and new game that you could run for players. If it's a variation on a new game, what's different? Can you run it regularly and have a tournament of champions?&lt;br /&gt;
You suddenly realize that it's a somewhat obscure holiday (Arbor Day, St. Andrew's Day, Flag Day, Father's Day, Children's Day, Winter/Summer Solstice, Boxing Day, choose your favorite -- or pick a historical date worth celebrating), and you'd like to run a themed game. Using existing games (such as flags, trivia, recall tag) or anything else that wouldn't require the building of new mobs or objects, briefly describe that game.&lt;br /&gt;
&lt;br /&gt;
Due to a freakish bug, all of the mobkill in the game is disabled, and will be for a few hours. While the coders scramble to fix the problem, what would you do to try to keep logging in a fun experience for players?&lt;br /&gt;
&lt;br /&gt;
You've been asked to give a lecture in the OOC. What topic would you choose? (Could be IC, OOC, historical, game-oriented, RL, etc.)&lt;br /&gt;
&lt;br /&gt;
Which part of PRs current responsibilities (OOC, RP, etc.) do you feel has been ignored or not recently updated? How would you make it better?&lt;br /&gt;
&lt;br /&gt;
2. Communicating -- Answer all 6&lt;br /&gt;
&lt;br /&gt;
Ellen the newbie has just made her character in London. Being totally new to muds (or mushes), she's sent a tell to you asking for help getting started. What kind of advice/help would you give her?&lt;br /&gt;
Frizzer is brand new to the mud, and has shown up in Klein. He's confused by the German and insulting Legend as being inferior to his other muds, which he left after a playerwipe. The players are starting to go after him a little bit on chat. What would you say, to him, on chat, etc.?&lt;br /&gt;
&lt;br /&gt;
Anoni wants to roleplay a mouse, but isn't sure how to get started. She's sad and disappointed that she can't have an animal description to make her look like a mouse. What might you suggest as an alternate description? What strings and zips and other props might you suggest? Leonardo has been working to start up an RP family, the Balduccis. Now, he's interested in founding a clan and building up more indepth roleplay. What would you suggest to him about building up a strong clan and interesting roleplay?&lt;br /&gt;
&lt;br /&gt;
You're adding a new section to the Web Page -- what section would you add, and why?&lt;br /&gt;
&lt;br /&gt;
The Legendary Times is one of our departmental projects. Briefly describe or give examples of items you personally might contribute that perhaps no one else can, or explain a new section you'd organize on a regular basis.&lt;br /&gt;
&lt;br /&gt;
3. Dealing with problems -- Answer all 4&lt;br /&gt;
&lt;br /&gt;
A player who you personally dislike is disrupting a game that you are running. What actions would you take to minimize the disruption and deal with the offender?&lt;br /&gt;
A friend of yours confides in one of your mortals that they have found an unreported bug and are exploiting it. You think they have only gained a very minor advantage in gameplay as you judge such things. What actions do you take or not take?&lt;br /&gt;
&lt;br /&gt;
With the agreement of the majority of the immorts, plenty of advance warning, and after thoughtful discussion with your fellow immorts, a new code change is put in. You personally disagree with the change in principle. Players complain to you about the change and want to know why it was forced on them and who is behind this new example of the immort conspiracy? How do you resolve this public relations dilemma?&lt;br /&gt;
&lt;br /&gt;
A player complains to you of sexual harassment. What is your role/duty as a PR immort? Would it make a difference if it was a complaint regarding race instead of sex?&lt;br /&gt;
&lt;br /&gt;
Dealing with Requests For each of the following description requests, assume that there are no keyword conflicts with existing player descs. We follow the guidelines in &amp;quot;help description&amp;quot;, so that file may be of use to you in answering these question.&lt;br /&gt;
&lt;br /&gt;
For each description A through F, answer all five of the parts below, as they apply.&lt;br /&gt;
&lt;br /&gt;
i) State whether you would register the description or not.&lt;br /&gt;
ii) If not, what explanation would you give to the player?&lt;br /&gt;
iii) If you're unsure, what questions would you ask? of whom?&lt;br /&gt;
iv) Would you suggest any changes to the description? what changes?&lt;br /&gt;
v) List a possible zip string which might go with the description.&lt;br /&gt;
&lt;br /&gt;
Desc A&lt;br /&gt;
Name: Mistry&lt;br /&gt;
Short: a figure hidden in a dense mist&lt;br /&gt;
Long: Wisps of mist alert you to an eerie figure hidden in a shroud of darkness.&lt;br /&gt;
Desc B&lt;br /&gt;
Name: Lenore&lt;br /&gt;
Short: a cute little dead girl&lt;br /&gt;
Long: The faint smell of formaldehyde lingers suspiciously around a little girl.&lt;br /&gt;
&lt;br /&gt;
Desc C&lt;br /&gt;
Name: Gottfried&lt;br /&gt;
Short: Hauptmann von Luttke&lt;br /&gt;
Long: The air seems unusually serene around a tall Prussian officer.&lt;br /&gt;
&lt;br /&gt;
Desc D&lt;br /&gt;
Short: a witch with dancing green eyes&lt;br /&gt;
Long: A vacuous young witch with dancing green eeyes stands beaming at the world.&lt;br /&gt;
&lt;br /&gt;
Desc E&lt;br /&gt;
Short: The Dark Lady&lt;br /&gt;
Long: A warrioress of darkness emerges from the shadows of your soul.&lt;br /&gt;
&lt;br /&gt;
Desc F&lt;br /&gt;
Short: a confused man enclosed in smoke&lt;br /&gt;
Long: A man enclosed in smoke pets his bong lovingly as he inhales deeply.&lt;br /&gt;
&lt;br /&gt;
We do reserve the right to accept a proposal but ask you to work on a different project (in that case, switching to another project would be a condition for imming).&lt;br /&gt;
&lt;br /&gt;
Please feel free to ask us any questions on-line. Or, send e-mail to the Head of PR.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Welcome_to_Legend&amp;diff=356</id>
		<title>Welcome to Legend</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Welcome_to_Legend&amp;diff=356"/>
		<updated>2019-09-05T03:56:31Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Play Legend =&lt;br /&gt;
[[Play Now!|Click here to learn how to play right now!]] or if you already know how, connect your client up to mud.legendmud.org on port 9999!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visit our [https://discord.gg/M2RYT5E Discord]!&lt;br /&gt;
&lt;br /&gt;
Vote for Legend at [http://www.topmudsites.com/vote-legend.html The Mud Connector]!&lt;br /&gt;
&lt;br /&gt;
[https://www.legendhub.org/ LegendHub] is a player-run website with an equipment set builder, quest walk-through's and more.&lt;br /&gt;
(Note: we do not have any editorial control of LegendHub and their views do not necessarily match those of the MUD administration)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Is Legend =&lt;br /&gt;
{{:What Is Legend}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;Legend uses [http://www.mxguarddog.com/ anti spam] software - to keep it free this link is here.&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Welcome_to_Legend&amp;diff=355</id>
		<title>Welcome to Legend</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Welcome_to_Legend&amp;diff=355"/>
		<updated>2019-09-04T02:03:50Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Play Legend =&lt;br /&gt;
[[Play Now!|Click here to learn how to play right now!]] or if you already know how, connect your client up to mud.legendmud.org on port 9999!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visit our [https://discordapp.com/channels/323745721461374977/323745721461374977 Discord]!&lt;br /&gt;
&lt;br /&gt;
Vote for Legend at [http://www.topmudsites.com/vote-legend.html The Mud Connector]!&lt;br /&gt;
&lt;br /&gt;
[https://www.legendhub.org/ LegendHub] is a player-run website with an equipment set builder, quest walk-through's and more.&lt;br /&gt;
(Note: we do not have any editorial control of LegendHub and their views do not necessarily match those of the MUD administration)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Is Legend =&lt;br /&gt;
{{:What Is Legend}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;Legend uses [http://www.mxguarddog.com/ anti spam] software - to keep it free this link is here.&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Play_Now!&amp;diff=354</id>
		<title>Play Now!</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Play_Now!&amp;diff=354"/>
		<updated>2019-08-15T04:30:02Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you're absolutely new and confused, you may want to refer to our [[Guide for New Players]].&lt;br /&gt;
&lt;br /&gt;
= In a web browser  =&lt;br /&gt;
Be aware this may not function as expected on mobile browsers.&lt;br /&gt;
* Open &amp;lt;span class=&amp;quot;NewWindow&amp;quot;&amp;gt;https://play.LegendMud.org&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
= Windows Software =&lt;br /&gt;
* Download and install our recommended Windows client - [[Media:Mushclient505.exe|MUSHclient for Windows]]&lt;br /&gt;
* After that is installed, download our basic connection file, and open it in MUSHclient - [[Media:LegendMud.mcl|LegendMud.mcl]]&lt;br /&gt;
&lt;br /&gt;
= Mac Software =&lt;br /&gt;
* Download and install our recommended Mac client - [[Media:Atlantis-0.9.9.4.dmg|Atlantis]]&lt;br /&gt;
* After that is installed, download our basic connection file and use it in Atlantis - [[Media:C107283B-3574-439A-A017-3175A2D5B8C6.awd|C107283B-3574-439A-A017-3175A2D5B8C6.awd]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;Legend uses a [https://www.mxguarddog.com/ spam filter] - to keep it free this link is here.&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Welcome_to_Legend&amp;diff=353</id>
		<title>Welcome to Legend</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Welcome_to_Legend&amp;diff=353"/>
		<updated>2019-08-15T04:26:14Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Play Legend =&lt;br /&gt;
[[Play Now!|Click here to learn how to play right now!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visit our [https://discordapp.com/channels/323745721461374977/323745721461374977 Discord]!&lt;br /&gt;
&lt;br /&gt;
Vote for Legend at [http://www.topmudsites.com/vote-legend.html The Mud Connector]!&lt;br /&gt;
&lt;br /&gt;
[https://www.legendhub.org/ LegendHub] is a player-run website with an equipment set builder, quest walk-through's and more.&lt;br /&gt;
(Note: we do not have any editorial control of LegendHub and their views do not necessarily match those of the MUD administration)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Is Legend =&lt;br /&gt;
{{:What Is Legend}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;1&amp;quot;&amp;gt;Legend uses [http://www.mxguarddog.com/ anti spam] software - to keep it free this link is here.&amp;lt;/font&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Welcome_to_Legend&amp;diff=352</id>
		<title>Welcome to Legend</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Welcome_to_Legend&amp;diff=352"/>
		<updated>2019-08-03T05:35:37Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Play Legend =&lt;br /&gt;
[[Play Now!|Click here to learn how to play right now!]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Visit our [https://discordapp.com/channels/323745721461374977/323745721461374977 Discord]!&lt;br /&gt;
&lt;br /&gt;
Vote for Legend at [http://www.topmudsites.com/vote-legend.html The Mud Connector]!&lt;br /&gt;
&lt;br /&gt;
[https://www.legendhub.org/ LegendHub] is a player-run website with an equipment set builder, quest walk-through's and more.&lt;br /&gt;
(Note: we do not have any editorial control of LegendHub and their views do not necessarily match those of the MUD administration)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= What Is Legend =&lt;br /&gt;
{{:What Is Legend}}&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Role-playing&amp;diff=345</id>
		<title>Role-playing</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Role-playing&amp;diff=345"/>
		<updated>2019-07-19T17:46:41Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Indeed, there they all Behave in a Most Curious Manner, always talking of a Land other than their Own...''&lt;br /&gt;
&lt;br /&gt;
Role-play has become an important part of life on Legend. The server is not really designed as a consistent themed role-playing universe, but rather as many discrete representations of history, wherein characters travel through time. This has been both the greatest asset and greatest hindrance to role-playing on Legend.&lt;br /&gt;
&lt;br /&gt;
Currently, some of the principal venues for role-play include themed clans, which engage in wars, alliances, and rivalries; the development of interesting historical characters; and role-playing the idea of time travel itself. Interpersonal relationships in character have become a fact of life on the mud, to the point where we've had several weddings and many 'mud children.'&lt;br /&gt;
&lt;br /&gt;
Legend has several enhancements to the code in that encourage rp--here's a list of several of them.&lt;br /&gt;
&lt;br /&gt;
== The Out Of Character Lounge ==&lt;br /&gt;
'''A place to go outside the game, to converse and discuss.'''&lt;br /&gt;
&lt;br /&gt;
The Wild Boar Tavern is an out-of-character space that can be reached from anywhere in the mud by simply typing OOC. It offers a cash bar, a piano lounge, a gift shop, a small restaurant, and an auditorium. Typing IC returns you to the main mud exactly where you were.&lt;br /&gt;
&lt;br /&gt;
While you are OOC, ticks do not affect you--nor can fights take place in the Wild Boar Tavern. It's simply a safe place to come to talk to people. Privacy is often available there, and even though it is not required to locate here when not in character, it has become a popular spot for relaxation, as well as for non-game related conversations and debates.&lt;br /&gt;
&lt;br /&gt;
The Auditorium has hosted Lecture Series as well as mud meetings on issues of game design or mud society. Players have gathered there for singalongs, Halloween stories, and even jam sessions.&lt;br /&gt;
&lt;br /&gt;
The Gift Shop offers a list of items for sale such as stuffed animals, greeting cards, and other gifts. Some of these can be sent via mudmail to anyone on the mud as a token of affection (well, excepting the 'swift kick in the pants' item).&lt;br /&gt;
&lt;br /&gt;
== The Speech System ==&lt;br /&gt;
'''A state-of-the-art conversation system that reads like real prose.'''&lt;br /&gt;
&lt;br /&gt;
Legend has a speech system that permits the use of moods, and presents text in a more legible format. Designed to be more readable and to encourage immersion in the fictional world of the mud.&lt;br /&gt;
&lt;br /&gt;
Speech commands are automatically formatted with capitalization, and with full stops placed at the end, unless other punctuation was used. In addition, the common format of&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;Player says, 'Hi.'&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
will vary, with the tag (the 'Player says' part) appearing at either the start or end of the speech, or in the case of speeches with multiple sentences, in the middle:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;'Hi,' Player says. 'What's your name?'&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using moods, players can enter in one of over 100 different moods to alter their speech tags, which then selects from several possible speech tags for the selected mood, allowing people to speak wistfully, angrily, looking down their nose at the plebes, or one of many other possible combinations:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;'Hi,' Player says warmly. 'What's your name?'&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Player Description System ==&lt;br /&gt;
'''An optional method for players to appear to others.'''&lt;br /&gt;
&lt;br /&gt;
Players on Legend do not have to be just their name. If they so choose, they can request to register long and short descriptions, so that other people in the game see them as 'a short bald woman' or some such. Once these descriptions are registered, the player can turn them on and off as they desire, but may not alter them, unless a role-playing event of great magnitude takes place, and the change is reported in [https://www.legendarytimes.org The Legendary Times]. Unlike other muds where one must apply for a character and give descriptions immediately, Legend encourages you to build your role-play into an established character, and the entire system is completely optional.&lt;br /&gt;
&lt;br /&gt;
== The Clan System ==&lt;br /&gt;
'''Themed groups that engage in role-play'''&lt;br /&gt;
&lt;br /&gt;
On Legend [[Player-Killing]] is permitted under the control of a player-kill system (formerly called 'clanning' on Legend). Pk-enabled characters may choose to engage in player vs. player combat, and they may only attack other pk-enabled characters within a certain level range. There is a duel system in place for those who do not want to be permanently pk-enabled. However, the free form clan system on Legend allows almost anyone to join a clan.&lt;br /&gt;
&lt;br /&gt;
There are multiple clans currently possible on Legend, and any group of 3 players can get together and form a new one if there is a slot open. An official clan can build their own clan hall, purchase a bulletin board, contribute to a clan bank account to pay for the hall, and converse on a private clan channel, and of course gains a sense of identity in the mud community.&lt;br /&gt;
&lt;br /&gt;
Many clans are quite active in role-playing, often basing their actions upon codes of ethics, religious fervor, or in-character hatreds.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Honors_and_Encomiums&amp;diff=344</id>
		<title>Honors and Encomiums</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Honors_and_Encomiums&amp;diff=344"/>
		<updated>2019-07-19T17:46:22Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Herein one may peruse various Honors and other Praise bestowed upon our realm; our Humility prevents us from proclaiming too Loudly the Wonders found in the Realms of Legend, but that does not prevent Others from Occasionally writing brief Notices.&lt;br /&gt;
&lt;br /&gt;
The following have seen Fit to offer some measure of Recognition to either Legend or this Humble Site:&lt;br /&gt;
{|&lt;br /&gt;
&lt;br /&gt;
|[[File:rMUD.png]]&lt;br /&gt;
|''[https://www.reddit.com/r/MUD/ r/MUD/] 'Let's MUD!' Winner May 2017''!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:tmcicon1.gif]]&lt;br /&gt;
|''Mud of the Month, October 1995, [http://www.mudconnect.com/ The Mud Connector]''&lt;br /&gt;
The Mud Connector is the Internet's premier list of muds, offering links to hundreds of muds and their web pages, as well as discussion boards, a search engine, and many resources.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:xyzzy.gif]]&lt;br /&gt;
|''This page was named a Top Ten Site for Interactive Fiction by XYZZYNews.''&lt;br /&gt;
XYZZYNews was the Internet's 'zine for Interactive Fiction, perhaps better known as text adventures in the Infocom tradition. Every issue they selected ten sites they feel are valuable resources for those looking for a puzzle to solve.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chaco.gif]]&lt;br /&gt;
|''Legend was one of five Pueblo Recommended Worlds.''&lt;br /&gt;
Chaco's Pueblo was the Internet's premier VRML and virtual world client. We Were fortunate to be one of the few muds they recommended even though we do not support the various VRML and HTML extensions that their client did.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:eowssa.gif]]&lt;br /&gt;
|''An EyeOnTheWeb Selected Site Award winner.''&lt;br /&gt;
Unlike most web directories, EyeOnTheWeb only listed sites they considered had met specific standards for listing. We were fortunate to be one of only six muds listed there.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:enews.gif]]&lt;br /&gt;
|''We were The Electronic Newsstand's MudGate's Mud of the Week for six months.''&lt;br /&gt;
Although this service is now defunct (and the gopher technology is not likely to be resurrected!) it was our very first award, and we took pride in it. &amp;quot;If you're only going to visit one mud, make it Legend,&amp;quot; was what they said; you can read the entire review in the back issues of [https://www.legendarytimes.org The Legendary Times].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ausnetg.gif]]&lt;br /&gt;
|''One of a dozen MUDs listed by the Australian Net Guide.''&lt;br /&gt;
The Australian Net Guide listed a selection of sites that they had determined would be of interest to their users. Perhaps a large contingent of Australian players convinced them to list us.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cnet.gif]]&lt;br /&gt;
|''One of seven muds recommended by [http://www.cnet.com/ CNET]''&lt;br /&gt;
&amp;quot;Know what you're getting into when you choose a MU*, and be prepared to involve yourself, whether by living out your elfin fantasies, zooming around like Speed Racer, or building and exploring. If role-playing is what your alter ego has been craving, check out AnimeMUSH, which celebrates Japanese-style animation, or Legend, a realistic history-based game with famously helpful players.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:iyp.gif]]&lt;br /&gt;
|Listed as one of 20 recommended muds in the print version of the ''Internet Yellow Pages''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wildweb.gif]]&lt;br /&gt;
|''A top-ranked MUD according to Yahoo!'s Wild Web Rides''&lt;br /&gt;
Not only was Legend ranked at the top of their temperature scale, as &amp;quot;hot, hip, cutting-edge, a must-see,&amp;quot; but they also said the following: &amp;quot;This is travel through history the way it was meant to be! ... You'll want to explore all the areas of this great MUD... skills available are numerous and original... combat is fast and exhilarating... It would be really nice if more coders took the immense time and effort to study cultures of the past and put them into virtual worlds like this one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:hahn.gif]]&lt;br /&gt;
|''Harley Hahn's Internet &amp;amp; Web Yellow Pages'', listed us second on the list of muds that he recommends.&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Legend_Community&amp;diff=343</id>
		<title>The Legend Community</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Legend_Community&amp;diff=343"/>
		<updated>2019-07-19T17:45:58Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Herein you can find all manner of information about the community that is Legend. Below is information on the immortals for the mud, links to player websites about characters and about playing Legend, a listing of the current player-run clans within the game along with their respective themes and websites, the archives for the Legendary Times, the mud's long-running and widely read newsletter, transcripts of events in the ongoing Lecture Series, including logs of question &amp;amp; answer sessions and special events.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* [[The Legend Immortal Staff|The Pantheon]], who construct the firmament upon which the sagas of life and death unfold.&lt;br /&gt;
&lt;br /&gt;
* The Players, for whose joy and merriment these lands are made.&lt;br /&gt;
&lt;br /&gt;
* [[Character Pages|The Characters]] who populate these lands and about whom stories are told.&lt;br /&gt;
&lt;br /&gt;
* [[Clans|The Clans]], who combine the strength of the players, to aid each other in what obstacles must be overcome, and to improve and shape the environment they share.&lt;br /&gt;
&lt;br /&gt;
* [[Legends of the Past]], where traditions and legendary characters and their history live on and are honored.&lt;br /&gt;
&lt;br /&gt;
* [https://www.legendarytimes.org The Legendary Times] which serves as a weekly update for the news of the realm, both common and dramatic.&lt;br /&gt;
&lt;br /&gt;
* [[The LectureThe Lecture Series|The Lectures]] cover a wide variety of topics, some are directly related to Legend, others are of more general interest.&lt;br /&gt;
&lt;br /&gt;
* [[Legend Expies|The Expies]] are awards given to members of the community for lasting contributions.&lt;br /&gt;
&lt;br /&gt;
* [[The Discussions]] share knowledge, opinions and ideas throught the populace.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=The_Legend_Community&amp;diff=342</id>
		<title>The Legend Community</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=The_Legend_Community&amp;diff=342"/>
		<updated>2019-07-19T17:44:54Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Herein you can find all manner of information about the community that is Legend. Below is information on the immortals for the mud, links to player websites about characters and about playing Legend, a listing of the current player-run clans within the game along with their respective themes and websites, the archives for the Legendary Times, the mud's long-running and widely read newsletter, transcripts of events in the ongoing Lecture Series, including logs of question &amp;amp; answer sessions and special events.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* [[The Legend Immortal Staff|The Pantheon]], who construct the firmament upon which the sagas of life and death unfold.&lt;br /&gt;
&lt;br /&gt;
* The Players, for whose joy and merriment these lands are made.&lt;br /&gt;
&lt;br /&gt;
* [[Character Pages|The Characters]] who populate these lands and about whom stories are told.&lt;br /&gt;
&lt;br /&gt;
* [[Clans|The Clans]], who combine the strength of the players, to aid each other in what obstacles must be overcome, and to improve and shape the environment they share.&lt;br /&gt;
&lt;br /&gt;
* [[Legends of the Past]], where traditions and legendary characters and their history live on and are honored.&lt;br /&gt;
&lt;br /&gt;
* [https://legendarytimes.org/| The Legendary Times] which serves as a weekly update for the news of the realm, both common and dramatic.&lt;br /&gt;
&lt;br /&gt;
* [[The LectureThe Lecture Series|The Lectures]] cover a wide variety of topics, some are directly related to Legend, others are of more general interest.&lt;br /&gt;
&lt;br /&gt;
* [[Legend Expies|The Expies]] are awards given to members of the community for lasting contributions.&lt;br /&gt;
&lt;br /&gt;
* [[The Discussions]] share knowledge, opinions and ideas throught the populace.&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Guide_for_New_Players&amp;diff=226</id>
		<title>Guide for New Players</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Guide_for_New_Players&amp;diff=226"/>
		<updated>2019-06-06T08:42:56Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: Redirected page to newbieguide:Main Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[newbieguide:Main_Page|Main_Page]]&lt;br /&gt;
==Welcome to LegendMUD!==&lt;br /&gt;
Legend is a &amp;lt;span class=&amp;quot;NewWindow&amp;quot;&amp;gt;[[wikipedia:MUD|MUD (Multi-User Dungeon)]]&amp;lt;/span&amp;gt;. The theme is 'History as it was meant to be.' You will run into both historical and fictional figures and locations.&lt;br /&gt;
&lt;br /&gt;
===Creating a Character===&lt;br /&gt;
Without further ado, let's get started. Load up Legend by clicking here: &amp;lt;span class=&amp;quot;NewWindow&amp;quot;&amp;gt;https://play.LegendMud.org&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:LegendMUD_login_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
Huzzah! Please type 2 and hit enter to start a new character.&lt;br /&gt;
&lt;br /&gt;
# Enter the name of your character, pick something fun and if that's taken, try again.&lt;br /&gt;
# Pick a password.&lt;br /&gt;
# Yes you do want color, type yes. Then yes again, extended attributes are fine.&lt;br /&gt;
# Pick a gender, we only have two at this time.&lt;br /&gt;
# This is the fun part. Your hometown determines your abilities, magic users come from [[Arabian Nights]], great warriors from [[Medieval Germany]], and folks that use guns hail from [[London]] or [[San Francisco]]. Since we're brand new, hit 5 for now. We'll go to London.&lt;br /&gt;
# If you've ever played Dungeons and Dragons this should be familiar. Today, we'll start a gun fighter so we'll enter 345126. This will select the order of Dexterity, Constitution, Perception, Strength, Mind, Spirit. As a gun fighter you'll want to be able to dodge, have some hit points and shoot straight. So we put those up front.&lt;br /&gt;
# Read the code of conduct, answer Yes, press enter through until you can type: [1] Enter the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Play===&lt;br /&gt;
&lt;br /&gt;
Congratulations, you're in! You stand in The Jolly Beggar, the [[Inn]] for Industrial London. Type 'L' to [[LOOK]] around. That's what's in the room with you. Then, type i to see your [[Inventory]] you will have a knife, a lamp, a [[FAQ]], canteen, [[map]] and a piece of bread. For now, type 'wear [[weapon|knife]]'. You are now equipped to fight.&lt;br /&gt;
&lt;br /&gt;
Type E to head East. In Legend, the world is comprised of rooms that lie in a grid of cardinal direction, you move between rooms by typing E, N, W, or S to head in that direction. If it's dark, then it's nighttime. type 'wear lamp' this will light the lamp for you so you can see. Type 'L' again.&lt;br /&gt;
&lt;br /&gt;
In the room, one of the things in that room will be 'A silvery grey bird is searching for food here.'&lt;br /&gt;
&lt;br /&gt;
Type 'con pigeon' this will help you [[CONSIDER]] the pigeon. In this case, your chosen opponent is 'The Perfect Match!' which means, you can take this one down. Type kill pigeon.&lt;br /&gt;
&lt;br /&gt;
After a couple rounds of combat you should have the fulfilling message of:&lt;br /&gt;
     A pigeon falls to the ground dead, never to fly again, victim to your knife.&lt;br /&gt;
     A pigeon is DEAD!!&lt;br /&gt;
     You receive 308 experience.&lt;br /&gt;
     You hear a pigeon's death cry.&lt;br /&gt;
&lt;br /&gt;
Congratulations, your career has begun. Type 'sc' to open up your [[SCORE]]. This will show you not only your statistics but also your [[Experience]] and how much more to level. In this case, you have 1292 yet to go for your next level.&lt;br /&gt;
&lt;br /&gt;
At this point, wander around town looking for pigeons, rats and cats to kill. If you see any other animals or people be sure to CONSIDER them before you attack them. Anything that isn't The Perfect Match! I encourage you to stay away from for now. &lt;br /&gt;
&lt;br /&gt;
As you fight, be aware of your [[Hitpoints]] listed on your [[prompt]] as HP. MA is [[Mana]] and MV is [[Movement]]. For now, just make sure your HP stays above 0 or you'll die and if your movement gets too low you may not be able to move until it regenerates.&lt;br /&gt;
&lt;br /&gt;
If your HP or Move is low, type [[REST]]. This will have your character sit down and will increase your regeneration speed.&lt;br /&gt;
&lt;br /&gt;
London is a pretty safe town except for the Vampire of course. For now, don't go North at St. Stephen's Street and Harbor Row. Everywhere else is safe!&lt;br /&gt;
&lt;br /&gt;
While you wander around town, you may run into people. If so, you can [[SAY]] to them if they're in the same room. If you'd like to communicate with just one other person not in the same room you can send them a [[TELL]]. Finally, if you want to chat with the entire MUD please use [[CHAT]].&lt;br /&gt;
&lt;br /&gt;
If you get hungry or thirsty, type [[LIST]] in the inn. Samuel Norton has a selection of food and beverage for you. If your lamp goes out, he will let you [[LIST|BUY]] one of those as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Next Steps ===&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to send a tell, a say or a chat if you need help with in-game information. The help files are all extensive, type help then your question and more often then not there will be information.&lt;br /&gt;
&lt;br /&gt;
When you are ready to stop playing the game for the day you will need to [[RENT]] at the local [[Inn]].&lt;br /&gt;
&lt;br /&gt;
When you've killed enough pigeons, rats and cats to level, please proceed to [[Level 2]]&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
	<entry>
		<id>https://www.legendmud.org/index.php?title=Guide_for_New_Players&amp;diff=225</id>
		<title>Guide for New Players</title>
		<link rel="alternate" type="text/html" href="https://www.legendmud.org/index.php?title=Guide_for_New_Players&amp;diff=225"/>
		<updated>2019-06-06T08:28:38Z</updated>

		<summary type="html">&lt;p&gt;Mertjai: Redirected page to Play Now!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Play Now!]]&lt;br /&gt;
==Welcome to LegendMUD!==&lt;br /&gt;
Legend is a &amp;lt;span class=&amp;quot;NewWindow&amp;quot;&amp;gt;[[wikipedia:MUD|MUD (Multi-User Dungeon)]]&amp;lt;/span&amp;gt;. The theme is 'History as it was meant to be.' You will run into both historical and fictional figures and locations.&lt;br /&gt;
&lt;br /&gt;
===Creating a Character===&lt;br /&gt;
Without further ado, let's get started. Load up Legend by clicking here: &amp;lt;span class=&amp;quot;NewWindow&amp;quot;&amp;gt;https://play.LegendMud.org&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:LegendMUD_login_screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
Huzzah! Please type 2 and hit enter to start a new character.&lt;br /&gt;
&lt;br /&gt;
# Enter the name of your character, pick something fun and if that's taken, try again.&lt;br /&gt;
# Pick a password.&lt;br /&gt;
# Yes you do want color, type yes. Then yes again, extended attributes are fine.&lt;br /&gt;
# Pick a gender, we only have two at this time.&lt;br /&gt;
# This is the fun part. Your hometown determines your abilities, magic users come from [[Arabian Nights]], great warriors from [[Medieval Germany]], and folks that use guns hail from [[London]] or [[San Francisco]]. Since we're brand new, hit 5 for now. We'll go to London.&lt;br /&gt;
# If you've ever played Dungeons and Dragons this should be familiar. Today, we'll start a gun fighter so we'll enter 345126. This will select the order of Dexterity, Constitution, Perception, Strength, Mind, Spirit. As a gun fighter you'll want to be able to dodge, have some hit points and shoot straight. So we put those up front.&lt;br /&gt;
# Read the code of conduct, answer Yes, press enter through until you can type: [1] Enter the game.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Game Play===&lt;br /&gt;
&lt;br /&gt;
Congratulations, you're in! You stand in The Jolly Beggar, the [[Inn]] for Industrial London. Type 'L' to [[LOOK]] around. That's what's in the room with you. Then, type i to see your [[Inventory]] you will have a knife, a lamp, a [[FAQ]], canteen, [[map]] and a piece of bread. For now, type 'wear [[weapon|knife]]'. You are now equipped to fight.&lt;br /&gt;
&lt;br /&gt;
Type E to head East. In Legend, the world is comprised of rooms that lie in a grid of cardinal direction, you move between rooms by typing E, N, W, or S to head in that direction. If it's dark, then it's nighttime. type 'wear lamp' this will light the lamp for you so you can see. Type 'L' again.&lt;br /&gt;
&lt;br /&gt;
In the room, one of the things in that room will be 'A silvery grey bird is searching for food here.'&lt;br /&gt;
&lt;br /&gt;
Type 'con pigeon' this will help you [[CONSIDER]] the pigeon. In this case, your chosen opponent is 'The Perfect Match!' which means, you can take this one down. Type kill pigeon.&lt;br /&gt;
&lt;br /&gt;
After a couple rounds of combat you should have the fulfilling message of:&lt;br /&gt;
     A pigeon falls to the ground dead, never to fly again, victim to your knife.&lt;br /&gt;
     A pigeon is DEAD!!&lt;br /&gt;
     You receive 308 experience.&lt;br /&gt;
     You hear a pigeon's death cry.&lt;br /&gt;
&lt;br /&gt;
Congratulations, your career has begun. Type 'sc' to open up your [[SCORE]]. This will show you not only your statistics but also your [[Experience]] and how much more to level. In this case, you have 1292 yet to go for your next level.&lt;br /&gt;
&lt;br /&gt;
At this point, wander around town looking for pigeons, rats and cats to kill. If you see any other animals or people be sure to CONSIDER them before you attack them. Anything that isn't The Perfect Match! I encourage you to stay away from for now. &lt;br /&gt;
&lt;br /&gt;
As you fight, be aware of your [[Hitpoints]] listed on your [[prompt]] as HP. MA is [[Mana]] and MV is [[Movement]]. For now, just make sure your HP stays above 0 or you'll die and if your movement gets too low you may not be able to move until it regenerates.&lt;br /&gt;
&lt;br /&gt;
If your HP or Move is low, type [[REST]]. This will have your character sit down and will increase your regeneration speed.&lt;br /&gt;
&lt;br /&gt;
London is a pretty safe town except for the Vampire of course. For now, don't go North at St. Stephen's Street and Harbor Row. Everywhere else is safe!&lt;br /&gt;
&lt;br /&gt;
While you wander around town, you may run into people. If so, you can [[SAY]] to them if they're in the same room. If you'd like to communicate with just one other person not in the same room you can send them a [[TELL]]. Finally, if you want to chat with the entire MUD please use [[CHAT]].&lt;br /&gt;
&lt;br /&gt;
If you get hungry or thirsty, type [[LIST]] in the inn. Samuel Norton has a selection of food and beverage for you. If your lamp goes out, he will let you [[LIST|BUY]] one of those as well.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Next Steps ===&lt;br /&gt;
&lt;br /&gt;
Do not be afraid to send a tell, a say or a chat if you need help with in-game information. The help files are all extensive, type help then your question and more often then not there will be information.&lt;br /&gt;
&lt;br /&gt;
When you are ready to stop playing the game for the day you will need to [[RENT]] at the local [[Inn]].&lt;br /&gt;
&lt;br /&gt;
When you've killed enough pigeons, rats and cats to level, please proceed to [[Level 2]]&lt;/div&gt;</summary>
		<author><name>Mertjai</name></author>
	</entry>
</feed>