Disclaimer
Neither me (Karn), not the deputies are responsible for the players in the game. All we provide is the architecture/medium or whatever you call it to communicate with other players, play the game, or engage in RolePlaying.
This means that it is quite likely that you will meet other people that are either rude, lewd, offensive, disgusting or unpleasant in other ways. If they behave in this way directly towards you, you may ask them to stop it. If they fail to comply, this is called 'harassment' and is grounds for banishment from the game. You can request help from a deputy in this case. However, if people are unpleasant in an indirect way you can either request that they leave the room and continue someplace else, or you can yourself leave the room. This is not ground for banishment.
One more thing, if by any change, you succeed in doing something special,
like open a hidden doorway, it is of no use to you to use the words
move towards doorway, what you should do, is look carefully at the
thing you have just places, or pulled, or opened, and in the text will be
written that there is a way up or down, east, north, south or west.
That is the way and the only way to do it.
One more thing: It is a tricky bussiness to talk to the 'Bots. Bots are
people that are a fixture in this game. They are not real. They should be
able to do simple tasks and you can ask them somethings or say things to them,
but it is very likely that they won't say something back. However, I (The
maker of this MUD) update the responses of every character every few hours,
so if at one time he doesn't answer any of your summons, perhaps the next
day he will. Important is it that you always talk to a fixed
character. Like this: say to Bill Hello and this will ilicet
some sort of response. Don not use any quotes like ' or " and no use of
questionmarks (like ?) or exclamationmarks (like !) or , or . or whatever,
as that will illicet no response whatsoever. And by the way, short sentences
will always work better than long ones.
A good example of a special quest is/was The Whiteblodge Plague.
How do you become a wizard? Very good question, well, a wizard needs a book
of magic.
Right now it is still impossible to retrieve the Book of Magic, seeing as I
haven't finished implementing it yet. Come back for this guide at a later
date when it has been updated.
You should be able to look at the container to see what it contains.
Be aware that not all items are containers.
See also put.
You should be able to look at the container to see what it contains.
Be aware that not all items are containers.
See also retrieve.
Chapter 1. How to do What
Moving Through the MUD
You can go west, east, south and north, and that is it. If you can't pass at
one time it is possible that the way is blocked. Find something to free it
and you will be free to travel anywhere you like. Do not try anything like
move to the bar or move east or go to the shop because
this will never work. If it does work, it will be because there are right
and left directions as to how it should be done.Communication
It isn't very hard to communicate to one another. There are a few simple
commands that detail this. (See
List of all possible commands) A third party
can hear what you say to somebody else. If you
whisper, however, that will not be the case. He will hear that you are
whispering something, but he can't make out what it is. How to get Money
Try selling things to the shopkeeper. You will get a certain amount of
copper, silver and gold coins for your trouble. If you type list you
will be able to see what can be bought. If you have any more question, try
reading the sign in the shop. It is a small discription of how you should
operate within the shop.
Chapter 2. Quests
Normal Quests
Normal quests are used in the game. They are usually created by one specific
deputy and they are generally quite short and are easily to solve. Some
general rules to solve most quests:
Solving of a quest generally means that you gain a certain number of
experience points and perhaps even so many experience points that you level.
Special Quests
A Special Quest is a Quest that effects Every/Most Player in the Game! As such
these special quests are carried out in possible combination between me
(Karn) and some/all of the deputies. It is usually more complicated then a
normal quest and is usually extended throughout the game area.The Quest
What would a MUD be if it didn't have some deeper meaning behind it? What
people on this MUD need is a goal, something to strive for, something to
achieve. Well, that goal is there, that goal is becoming a wizard.Chapter 3. Netiquette
Netiquette is what you behave like on this Mud, or anywhere else on the
Internet in general. The following rules could be considered as
guidelines:
The Law
Yes, there is a Law in the land of Karchan. Every player as well as
the deputies and me has to try and be true to this law. The law(s) can be
found at The Law of Karchan.
Remember, ignorance of the law is no excuse.The Knights of Karchan
The Second party in command of this mud is the Knights of Karchan, they are
the one that roam the land all day and have a special room in the castle.
They have the ability to kill or hurt people vehemently if they cross the
thin line between mildly annoying and vehemently harassing.
Appendix A. Terminology
Over the years, some players of the game have started to develop their own
abbreviations in dayly Karchanian life. For some of these, nobody knows
where the term originally came from, for most of them they are closely
related with approximately the same terms as used in other muds.
Appendix B. List of all possible
commands
Communication
Possibilities are:
Appendix C. Index of all commands
absentmindedly
aimlessly
amazedly
amusedly
angrily
anxiously
appreciatively
appropriately
archly
astonishingly
attentively
badly
barely
belatedly
bitterly
boringly
breathlessly
briefly
brightly
brotherly
busily
carefully
cautiously
charmingly
cheerfully
childishly
clumsily
coaxingly
coldly
completely
confidently
confusedly
contentedly
coquetishly
courageously
coyly
crazily
cunningly
curiously
cutely
cynically
dangerously
deeply
defiantly
dejectedly
delightedly
delightfully
deliriously
demonically
depressively
derisively
desperately
devilishly
dirtily
disappointedly
discretely
disgustedly
doubtfully
dreamily
dubiously
earnestly
egocentrically
egoistically
encouragingly
endearingly
enthusiastically
enviously
erotically
evilly
exhaustedly
exuberantly
faintly
fanatically
fatherly
fiercefully
firmly
foolishly
formally
frantically
friendly
frostily
funnily
furiously
generously
gleefully
gracefully
graciously
gratefully
greedily
grimly
happily
harmonically
headlessly
heartbrokenly
heavily
helpfully
helplessly
honestly
hopefully
humbly
hungrily
hysterically
ignorantly
impatiently
inanely
indecently
indifferently
innocently
inquiringly
inquisitively
insanely
instantly
intensely
interestedly
ironically
jauntily
jealously
joyfully
joyously
kindly
knowingly
lazily
loudly
lovingly
lustfully
madly
maniacally
melancholically
menacingly
mercilessly
merrily
mischieviously
motherly
musically
mysteriously
nastily
naughtily
nervously
nicely
noisily
nonchalantly
outrageously
overwhelmingly
painfully
passionately
patiently
patronizingly
perfectly
personally
physically
pitifully
playfully
politely
professionally
profoundly
profusely
proudly
questioningly
quickly
quietly
quizzically
randomly
rapidly
really
rebelliously
relieved
reluctantly
remorsefully
repeatedly
resignedly
respectfully
romantically
rudely
sadistically
sadly
sarcastically
sardonically
satanically
scornfully
searchingly
secretively
seductively
sensually
seriously
sexily
shamelessly
sheepishly
shyly
sickly
significantly
silently
sisterly
skilfully
sleepily
slightly
slowly
slyly
smilingly
smugly
socially
softly
solemnly
strangely
stupidly
sweetly
tearfully
tenderly
terribly
thankfully
theoretically
thoughtfully
tightly
tiredly
totally
tragically
truly
trustfully
uncontrollably
understandingly
unexpectedly
unhappily
unintentionally
unknowingly
vaguely
viciously
vigorously
violently
virtually
warmly
wearily
wholeheartedly
wickedly
wildly
wisely
wistfully
Text just outside the cave
the game Kyrandia
Land of Karchan
Coca Cola
Sprite
Tea - picture
Whisky - Picture
Vodka - Picture
Front of Church
Ale - Picture
Breads picture
Credits
The cgic-library used to interpret the Common Gateway Interface
Appendix D. List of all Adverbs
(Sorry for the formatting, if anyone has a better idea and the time, go
ahead.)Appendix E. Copyrights, Trademarks and
Credits
The following things in this game have a copyright. If any company that
finds some of its material on this HomePage objects to it being there, let
them contact me and I will remove the afore mentioned item.
Book: The Southwest
Author: Elliot Porter
From the Coca-Cola Company
From the Coca-Cola Company
http://branch.com/teas/gifts/cup.gif
Ben Nevis Distillery - Fort William, Scotland - Distillery bottled deluxe
blended and rare single malt Scotch whisky. Fort William, Scotland
Finlandia Fantasies
The oldest stone church in the Walled City dates back to 1587. An
intricately carved
door opens to the church. Of great interest are the baroque pulpit,
trompel'oeil
paintings,molave choir stalls and an 18th century pipe organ. The
monastery houses
impressive collection of religious and secular art.
http://www.lc.tut.ac.jp/cheek/phil2a.gif
Bass Ale
http://www.guinnessimportco.com/bassale/cask.jpg
Savage's Bakery and Restaurant
http://www.homewood.net/savages/
cgic, copyright 1996 by Thomas Boutell.Appendix F. Thanks go to the following
people
petty@kids.wustil.edu
manatoba
For making this mud a
safe place
scout@albany.net
Kastel
For finding me the images, I need.
mb509@hi.ft.hse.nl
For also finding me the images, I need.
edwinm@il.fontys.nl
Intosi
For giving me the
programming advice I need
Jiros
For
taking an interest in my exertions.