Dragon

Land of Karchan

Preface

Welcome to the General Guide of the mud. Here you will find an explanation of the most current commands as well as how to live and prosper in the land and enhance your character. Please bear in mind that this guide is a work in progress and as such is subject to constant change.

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.

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.

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.

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.

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.

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:

  1. look at things in rooms, they usually carry descriptions that mean something (for example 'look at chest')
  2. search things, especially usefull if you have looked at them and seem to see something odd (for example, 'search road')
  3. when looking at things, sometimes the description tells you what to do. Some rooms have special commands that will only work in that room with a combination of certain items that you have etcetera.

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.

A good example of a special quest is/was The Whiteblodge Plague.

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.

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.

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:

  1. Always make sure that people can understand you.
  2. Do not use abusive language.
  3. Never ever do anything to people, if they do not want you to.
  4. Don't type anything which somebody has asked you to type, unless you are very sure of yourself.
  5. Do not make fun of people.
  6. Do not harass people

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.

AFK
short for Away from Keyboard
brb
short for Be Right Back
HTML
HTML, HyperText Markup Language, designed to make life easier and internet more interesting. It uses commands to design text-files (or better said HTML-files) with different fonts and text-styles and images. Every command commences with a < and ends in a >. If you are using Netscape you should be able to see the different commands in this file. Everything is proparly explained in this link. Important to know is that in this game of mine, communication can also use special commands from HTML.
Huskies
persons who do not type quit and still shutdown their browser/internet connection but stay active.
Karchanian
persons who have played or are playing the game are referred to as Karchanians
Lag
slow responses, due to a bad and slow connection.
LL Karchan
short for Long Live Karchan. A lot of other combinations can be made, like LL Karn, LL Buttered Toast, etc.
Morphies
persons who can change their sex and appearance.

Appendix B. List of all possible commands

go west/west/w
will make your character move to the room in the west if that is possible.
go east/east/e
will make your character move to the room in the east if that is possible.
go north/north/n
will make your character move to the room in the north if that is possible.
go south/south/s
will make your character move to the room in the south if that is possible.

Communication

say <something>
will make your character say something which can then be heard by everybody which is at that time present in the room.
say to <person> <something>
will make your character say something to a certain person which can then be heard by everybody which is at that time present in the room. The person will see that you are talking to him.
shout <something>
will make your character shout something which can then be heard by everybody which is at that time present in the room.
shout to <person< <something>
will make your character shout something to a certain person which can then be heard by everybody which is at that time present in the room. The person will see that you are shouting to him.
ask <something>
will make your character ask something in general which can then be heard by everybody which is at that time present in the room.
ask to <person< <something>
will make your character ask something to a certain person which can then be heard by everybody which is at that time present in the room. The person will see that you are asking him something.
whisper <something>
will make your character whisper something softly which can then be heard by everybody which is at that time present in the room. Use whisper to to talk to somebody without running the risk of somebody easvesdropping.
whisper to <person< <something>
will make your character whisper something to a certain person. The person will read what you whispered to him. Important to know is that fact that, though nobody else can hear your conversation, they do know that you are whispering
tell to <person< <something>
will make your character create a mental link with somebody. This means that you can communicate unheard and across many rooms. This features is also handy to see if someone is active in the game.
fight <person<
will make your character start fighting with a person that is in the current room. This is only possible if the person in question is allowed to be attacked. Both of you have pkill set to "on" if both of you are regular players and wish to fight. The screen will show the progression of the battle. (See also pkill, and stop fighting)
stop fighting
will make your character stop fighting. This does not mean that the person attacking you will stop. (See also fight)
whimpy <string<
this is a safeguard to make sure that you are not killed while you weren't looking. It is a boundary. If your vitals go across this boundary, which can be set with the command whimpy, you will automatically run away as fast as you can from the blackguard who is killing you. Normally it is set to Not whimpy at all. In order to set the standard at Not whimpy, just use the command whimpy without the parameter.
Possibilities are:
  1. feeling very well
  2. feeling well
  3. feeling fine
  4. feeling quite nice
  5. slightly hurt
  6. hurt
  7. quite hurt
  8. extermely hurt
  9. terribly hurt
  10. feeling bad
  11. feeling very bad
  12. at death's door
me <something>
will make your character do something which you have to type. This is very handy indeed if you want to express an emotion which isn't in the games standard commandstructure. Use it like this: me is going to get some coffee.. Everybody in the room, including you, will receive the following message : Karn is going to get some coffee..
look at <something>
this is extremely handy and very important. This way you can examine objects during the game more closely. In this way you will get a lot of extra information about something. Look at everything you encounter. It will help!
read <something>
This will read something to you.
open <something>
This will make your character open something. This will only work if you can open it, if is isn't locked, and if it isn't open already. Usually you should be able to see in the images that the thing you opened is indeed open. (See close)
close <something>
This will make your character close something. (See open)
inventory/i
will show a a full list of all the items you are carrying and the amount of gold, silver and copper coins you possess. (See search, drop, get)
get <something>
this will make your character get something from the ground which is lying there. You should be able to see what, if you use the command 'look around', however, to find hidden items, see search, drop, inventory.
eat <something>
this will make you eat something from your inventory.
drink <something>
this will make you drink something from your inventory.
destroy <something>
this will destroy an item from your inventory. These items cannot be recovered! It's much cleaner than just dropping the item in the nearest room.
drop <something>
this will make your character drop something on the ground. Be careful though. If one of the other persons picks it up and doesn't give it back to you, there is no way you can get it back. See also search, get, inventory.
retrieve <something> from <container>
makes your character retrieve one of his/her items from a container. A container is simply another item but with the added possiblity of storing other items. The container in question may be in your inventory or might be lying on the floor in the current room somewhere.

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.

put <something> in <container>
makes your character put one of his/her items into a container. A container is simply another item but with the added possiblity of storing other items. The container in question may be in your inventory or might be lying on the floor in the current room somewhere.

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.

give <something> to <person>
this will make your character give an item to another character. Very nice to pass objects like beer around. See also search, get, inventory.
search <something>
this will make your character search something. You could try searching the tables in the Inn or the trees or a whole lot of other areas. Sometimes you will find valuable goodies or items that help you to continue in the game. Use it like this : search tree. See also search, get, inventory.
buy <something>
this will make your character buy an item at a shop or somewhere else where people can buy things. If you do not have enough money, the computer will say so. If you do, the amount will be automatically withdrawn from your number of coins. See also sell.
sell <something>
this will make your character sell something in a shop or another appropriate place. You will get the number of coins that represent the value of the item. See also buy.
light <something>
this will make your character light something. Up until now this only works with kerolamps. See also extinguish.
extinguish <something>
this will make your character extinguish something. Up until now this only works with kerolamps. See also light.
wield <something>
this will make your character wield something in his left or right hand, depending on who's free. The item has to be able to be weld however. Use this in combination with weapons like swords, and stuff. See also unwield.
unwield <something>
this will make your character stop wielding something in his left or right hand. The item has to be wielded however. Use this in combination with weapons like swords, and stuff. See also wield.
use <something> with <something>
this will make your character use an object in your inventory with something you see or have at your disposal. Usefull for doing stuff that isn't standard.
quit
this will make you leave this game. Make sure you use this command, because if you do not you will stay active, you will not be able to login anymore and your character will not be saved.
help
will show this help-file onto your screen
help hint
will show one line hint as to what you must do in a certain room. Use this very little, because you should be able to solve everything without help.
clear
will clear your log, i.e. the part where your hear everything. Handy if that piece is getting really long.
sleep
will make you go asleep. Everybody who talks to you henceforth will get the message that you are sleeping, and that responses are therefore very low. This usually means that the person is currently not present at the terminal. (See awaken)
awaken
will make you wake up if you are asleep. This means that you are back into the game active. Everybody will see you wake up and will immediately start talking to you.(See sleep)
who
will show you who exactly is in the game at the moment.
public <message>
this will mail a public message onto a messageboard which subsequently can be read by everybody. This only works in rooms that have a messageboard! See also read public
read public
this will read all the public messages and dump them on the screen for you to peruse at your ease.
bigtalk
opens a screen in which a very big input-field is present. This will make it possible to you to type in huge amounts of data without having to bother with the problems of a small entry-field. Also are enters available. It can be best used for talking and for mailing.
time
this will show you the current time on the MUD. It functions as a GMT (Greenwich Mean Time) for all users.
date
this will show you the current date on the MUD. It functions as a GMT (Greenwich Mean Time) for all users.
<emotion> [to <person>]
These emotions will be helpfull in conveying the state of mind you are in to other users. The possible emotions are: agree, apologize, blink, bow, cheer, chuckle, laugh, cough, curtsey, dance, disagree, flinch, flirt, frown, giggle, glare, grimace, grin, groan, growl, grumble, grunt, hmm, howl, hum, kneel, listen, melt, mumble, mutter, nod, purr, shrug, sigh, smile, smirk, snarl, sneeze, stare, think, wave, whistle, wince, wink, wonder
<action> <person>
these actions will be helpfull when you want to convey an action to a certain person in the game. Possible actions are: caress, comfort, confuse, congratulate, cuddle, fondle, greet, hug, ignore, kick, kiss, knee, lick, like, love, nudge, pat, pinch, poke, slap, smooch, sniff, squeeze, tackle, thank, tickle, worship
eyebrow
You will raise one eyebrow.
introduce me
this will introduce yourself to everybody in the room. They will all see what's your name, your title and the way you look.
title <title name>
this will change your title. I have had a lot of different requests for changing people's title. Now with this command they can do it themselves.
pkill <on,off>
this will change your character from a character that can be attacked or killed by other players to a character that cannot be killed and vice versa. You get a message on your screen saying what the status of pkill is. Pkill is standardly set to "off".
guild <message>
this will display a message to all guildmembers that are currently online. Basically, a simple chat-channel.
guildapply <guildname>
this will make you and your character apply for membership of a certain guild. The guildmaster must either guildaccept or guildreject your application. You can apply for many guilds, but only the last one will be registered.
guilddetails
this will show you all the information on the guild you are currently a member of. Among the information provided are the current members and the current people who wish to join the guild.
guildaccept <person>
this command, executed by the guildmaster, will make a person who has expressed the desire to join a guild a member of the guild. This will only work if the person has expressed the wish to join using the guildapply command. This will only work if both the guildmaster and the interested party are playing the game.
guildreject <person>
this command, executed by the guildmaster, will make a person who has expressed the desire to join a guild NOT a member of the guild. This will only work if the person has expressed the wish to join using the guildapply command. This will only work if both the guildmaster and the interested party are playing the game.
guildremove <person>
this command, executed by the guildmaster, will remove a guildmember from a guild.
guilddescription <description>
this command, executed by the guildmaster, will set the description of the guild. The description can be a very long text.
guildtitle <title>
this command, executed by the guildmaster, will set the title of the guild. The difference between the title of a guild and the name of a guild, is that the name can readily be used in commands where the title is used in displaying information to the player.
guildurl <url>
this command, executed by the guildmaster, will set the homepage of the guild. An valid URL should be entered including the http://.
guildaddrank <rankid> <ranktitle>
this command, executed by the guildmaster, will add a rank to the guild. See guilddelrank and guildassign.
guilddelrank <rankid>
this command, executed by the guildmaster, will remove a rank from the guild. See guildaddrank and guildassign.
guildassign <rankid> <name>
this command, executed by the guildmaster, will promote a guildmember to a rank. See guilddelrank and guildaddrank.
fully ignore <name>
this command, will make you ignore all output of a certain player. See acknowledge.
acknowledge <name>
this command, will make you acknowledge all output of a certain player. This is used to negate the ignore effect. See fully ignore.

Appendix C. Index of all commands

 

grimace
grin
groan
growl
grumble
grunt
guild
guildaccept
guildaddrank
guildapply
guildassign
guilddelrank
guilddescription
guilddetails
guildreject
guildremove
guildtitle
guildurl
 
pinch
pkill
poke
public
purr
put
 
whimpy
whisper to
whistle
who
wield
wince
wink
wonder
worship
whisper

Appendix D. List of all Adverbs

(Sorry for the formatting, if anyone has a better idea and the time, go ahead.)

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

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.

Text just outside the cave
Book: The Southwest
Author: Elliot Porter

the game Kyrandia

Land of Karchan

Coca Cola
From the Coca-Cola Company

Sprite
From the Coca-Cola Company

Tea - picture
http://branch.com/teas/gifts/cup.gif

Whisky - Picture
Ben Nevis Distillery - Fort William, Scotland - Distillery bottled deluxe blended and rare single malt Scotch whisky. Fort William, Scotland

Vodka - Picture
Finlandia Fantasies

Front of Church
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

Ale - Picture
Bass Ale
http://www.guinnessimportco.com/bassale/cask.jpg

Breads picture
Savage's Bakery and Restaurant
http://www.homewood.net/savages/

Credits

The cgic-library used to interpret the Common Gateway Interface
cgic, copyright 1996 by Thomas Boutell.

Appendix F. Thanks go to the following people

  1. Joe Petty
    petty@kids.wustil.edu
    manatoba
    For making this mud a safe place
  2. James Edge
    scout@albany.net
    Kastel
    For finding me the images, I need.
  3. Maarten Kuipers
    mb509@hi.ft.hse.nl

    For also finding me the images, I need.
  4. Edwin Mons
    edwinm@il.fontys.nl
    Intosi
    For giving me the programming advice I need
  5. Joris van Liempd

    Jiros
    For taking an interest in my exertions.
  6. and anybody else I might have forgotten (Sorry)