Adventuring Ph.D.



clan lore - the clan subtypes and their histories

 Clans consist of eight basic organizations: Guilds, Orders, Cults, Tribes,
 Covens, Courts, Circles, and Lodges. They all consist of members with a cause
 which they believe in, although the cause of each is different and sometimes
 difficult to understand. Whatever your beliefs, thoughts or devotions are,
 there is most likely a particular clan to which you can relate.

 There is also a clan designed to help novice characters assimilate into the
 world of Alyria known as the Novice Clan. For more information on this clan see

 These organizations consist of members with a similar hobby, enjoyment,
 class, or other distinctive features. They have a common bond, and therefore
 strongly believe in teamwork and cooperation. Guilds are generally led by a
 respected member of the field or class, although most are run like a
 democracy, with all members of the guild having a say in decisions.
 (Rankings: Grandmaster/Grandmistress, Master/Mistress, Adept, Expert,
 Journeyman, and Apprentice)

 Orders, also known as fraternities or brotherhoods, are associations of holy
 or good-spirited people. Some orders choose to fight, specifically against
 the forces of evil found in cults, while others don't believe in aggression
 and violence as an answer to conflict. The members of orders believe that it
 is their duty to defeat the forces of darkness found throughout Alyria, so
 that the land may survive in peace. (Rankings: High Priest/High Priestess,
 Patriarch/Matriarch, Apostle, Judicator, Loyal Devotee, and Acolyte)

 Cults consist of members who have vowed their souls to the evil of the world,
 although some people believe they have no souls at all. They have devoted
 their lives in service of an evil source not fully understood by those
 outside each individual cult. Although they have different motives and
 reasons for raising the darkness, they have a common unity against Orders and
 to a lesser extent, the Guilds. Cults most often believe in violence as a
 solution, though a few may not. (Rankings: Warlord, Avatar, Templar,
 Avenger, Justicar, and Squire)

 Tribes are tight-knit groups of people, consisting mainly of friends.
 Although not totally civilized, they enjoy doing things together, and depend
 on each other for survival. Though each member may have different beliefs or
 devotions, they spend the majority of their time helping each other. Tribes
 usually make their decisions through a Tribal Council, led by the Chief.
 Their reliance on violence or belief in non-aggression usually rests in the
 hands of the Tribal Chief. (Rankings: Chieftan, Elder, Subordinate, Aide,
 Servant, and Slave)

 These organizations consist of practitioners of witchcraft, also known as
 folk magic. They are led by either a High Priest or Priestess. They revere
 the equality, balance, and harmony of the universe in relation to personal
 balance, as well as supernatural forces. Covens meet regularly to utilize
 personal power in conjunction with the energies of their surroundings.
 Witches practice magick, the process of rousing or building up natural
 energy, giving it purpose, and releasing it. Many followers of this lifestyle
 focus on different forms of occult divination, ranging from astrology and
 numerology to rune magick. This unique organization believes in equality of
 its members, therefore consisting of only three divisions among its members:
 The Priest/ess, witches, and warlocks, those who may have betrayed the craft
 or community gossips. (Rankings: High Priest/Priestess, Elder, Magus, Adept,
 Neophyte, Apprentice)

 Courts are a collection of members who work to serve each other for the good
 of the group as a whole. They often look out mainly for their own good,
 although many courts form strong alliances. They follow a distinct
 stratification in class level, with each lower level reporting to the one
 above it. The leader and governor of a court is a King, who has Princes that
 report directly to him. They make their livings in a feudal society. Unity
 among courts is often very strong due to strong allegiances and homage.
 (Rankings: King/Queen, Prince/Princess, Duke/Duchess, Baron/Baroness,
 Count/Countess, and Courtier)

 Circles are made up of wizards, a magician or person endowed with secret
 knowledge or power. These wizards interfere with the usual course of physical
 nature by mysterious actions. The knowledge of these actions comes from a
 secret communication with what the wizards believe to be the underlying force
 of Alyria. However, there is much disagreement about the exact 'force',
 causing much asperity between circles, mainly into two opposing forces:
 followers of 'white magic', who use their knowledge to aid civilization, and
 those of 'black magic', who concentrate their power for the forces of
 darkness.  (Rankings: High Wizard, Wizard, Sorcerer/Sorceress, Magus,
 Enchanter/Enchantress and Neophyte)

 Lodges are extremely secret organizations of people who are in conflict with
 many adversaries, thus feeling the need to stay as hidden from the public eye
 as possible. It is rumored that these societies exemplify despotism, although
 many believe they are a prime example of anarchy and chaos. Lodges are most
 likely formed in opposition to a socially accepted and unchallenged aspect of
 some regard. Existing in utmost secrecy and mysteriousness, each lodge's
 existence was based on individual discrepancies with society in the aim of
 changing and correcting these aspects.  (Rankings: Magister/Magistra,
 Adeptus Major, Adeptus Minor, Philosophus, Practicus, Theoricus, Zelator
 and Initiate)


clan ownership - creating and maintaining a clan

 To create a clan, the new clan leader must gather 40,000,000 in gold
 and CLAN REQUEST a clan from a Master of Clans, located in most major cities.
 The gold fee is nonrefundable. The leader must also have 120 total levels
 or greater.

 Once the clan has been requested, 15,000 clan gemstones must be
 recovered from the Proving Grounds and deposited with a Master of Clans.
 Once at least 15,000 clan gemstones are deposited, the clan will become
 active. The clan has three real-time months from when the clan is
 requested to gather the gemstones. If the gemstones are not gathered
 in this three-month period, the clan will be removed and the initial
 gold fee will be forfeited.
 The name of a clan is its identity. Once a clan is requested, there is
 a 'window' period of three days in which time the clan can be renamed
 if for some reason the player who requested it changes his mind. After that
 initial three days, a clan name can only be renamed by an immortal at a cost
 of 10,000 roots.

 Clans are charged monthly taxes based upon total member slots, which is 
 primarily based on clan hall size.
 Tax is calculated at 20 clan gemstones per member slot.
 Clan taxes may be paid at any Master of Clans using the 'clan tax' command.

 The maximum number of members a clan can have is determined by the size of
 their clan hall. The base amount is 28 members; 1 additional member slot is
 added for every 2 rooms past 5; alternately,

   maximum members = 28 + (#rooms - 5) / 2

 In addition to having a 'Clan Leader' position of authority in the clan,
 there is also the additional position of 'Clan Owner'.   The clan owner
 is set automatically based on whoever requests a specific clan.  Owners
 of a clan cannot be removed by clan commands. 
 Clans must have at least one owner. If a clan has no owner set, the clan will
 be deleted.

 Owners must be sure to not add other players as owners unless they are one
 hundred percent sure that they have the clan's goals in mind, and remember
 that ownership is a status of equality; any given owner is much owner as any
 other one. It is very difficult to remove owners, and as such, adding them
 is not an action to take lightly. It is suggested that owner positions be
 kept to the original owners and do not add people to the owner position as a
 means of  promotion within the clan.  Multiple owners are each considered to
 share ownership of the Clan equally, regardless of who originally paid for
 what, or who got the most clan gemstones, etc.

 Changes to a clan's ownership follow these procedures:
  1. An owner may only be removed at their own request.
  2. Adding a new clan owner requires a unanimous approval by existing owners.
 Clans may lease a shop from vendors and manage it. The profit from the
 shop is deposited into the clan's bank account. Clan members can be 
 selected to manage the shop through use of the SHOPTENDER and SHOPSTOCKER
 clan security flags. See HELP VENDOR and the security flag definitions 
 in CLAN SETTINGS for more information.

 Over Alyria's 25 year history, some clans have been merged with others or
 deleted entirely.  However, with the information provided by some old
 backup data, any clan that has been deleted can be resurrected. News
 article 352 contains a list of the deleted clans and their respective
 owners.  If 50%+ of a given clan's leaders from either snapshot log on
 to request it, we will happily reinstate their clan from our existing


clan security - Sets the security for a clan member

 A clan leader may grant securities to particular clan members allowing
 them to take advantage of the clans resources, as well as to take on
 managment roles within the clan. Some of these securities are harmless
 (such as the ability to CLAN GOHALL) while others could allow a wayward 
 clan member to do significant damage (such as the ability to remove clan
 members or withdraw gold). Great care should be taken when granting members
 potentially damaging securities.
 SECURITY <'list' or 'set'> [<member name or security flag>] [<security
 flag> ...] - sets the security for a clan member.
 CLAN SECURITY LIST - by itself displays a list of clan members and their
 associated security flags.   

 CLAN SECURITY LIST <security flag> - will display a list of the clan
 members who have the specified security flag.
 CLAN SECURITY SET <member name> <security flag ...> - toggles the
 security flag(s) for that particular member. If 'none' is specified
 as a security flag, the security flags for that member will be

 You cannot change your own security flags unless you are a clan owner,
 and you cannot set security flags on others that you yourself do not
 have (unless you are a clan owner).

 Available security flags are:
   clantalk - the ability to use the clantalk command.
   alliancetalk - the ability to use the alliancetalk command.
   content-filter - the ability to set the clan channel content or color
   log - the ability to review and add to the clan log.
   chatlog - the ability to review and add to the clan chatlog.
   gohall - the ability to use clan hall recalling
   extended-gohall - the ability to use cross-zone clan hall recalling
   addmember - the ability to add new members to the clan.
   delmember - the ability to remove members from the clan.
   balance - the ability to view the clan balance of gold and gemstones.
   transfer - the ability to transfer clan gemstones or gold to another clan.
   withdraw - the ability to withdraw gold or gemstones from the clan account.
   tax-deposit - the ability to make the monthly tax deposit.
   alliance - Give the clan member the ability to access ALLIANCE commands.
   shoptender - Give the clan member the ability to lease and manage a shop 
                for The clan. Shoptenders have full access to all vendor
                commands related to the clan shop. See HELP VENDOR for
                information on managing shops.
   shopstocker - Give the clan member the ability to stock the clan's shop, 
                 e.g., use the VENDOR STOCK command. This flag only grants
                 access that vendor command. See HELP VENDOR for information
                 on managing shops.
   security - the ability to modify security flags for all clan members.     
   setinfo - the ability to set the clan information.
   setmotd - the ability to set the clan MOTD.
   setrules - the ability to set the clan rules.
   setpkill - the ability to set the clan Player Killing status.
   setmotto - the ability to modify the clan motto.
   settitle - the ability to modify the clan title.    
   seturl - the ability to modify the clan URL.
   setannouncement - the ability to modify the clan announcement.
   settype - the ability to set the TYPE of the clan.
   setrank - the ability to set the rank of a member of the clan.


novice channel - Rules and Guidelines for speaking in Novice Clan's Clantalk

 All players have the ability to talk in the Novice Clan channel.  Novice
 players are automatically enrolled in the Novice Clan and more information

 Players above level 90 and players who are already in clans are also
 encouraged to join the novice channel. NOVICE is included in the list of
 channels and may be toggled on and off as desired.  To speak in the novice
 channel, use CLANTALK NOVICE <message>. The novice channel is to be used
 strictly for novice-related topics.  If you are tempted to use the channel
 for anything else, turn novice chat off until the feeling passes. Guides
 have the ability to ban players from novice channel for 24 hours (long
 enough for an Immortal to look into the situation) and are encouraged to
 do so.  If necessary the ban can be made permanent.
 Giving advice is certainly encouraged, but be careful to not spoon-feed too
 much information.  New players need to 'learn how to learn', and very often
 advice on how to figure out the answer is as good or better than simply
 supplying the answer.  Some people really do want to figure things out for
 themselves.  Be particularly careful of presenting the most efficient way as
 the only way.  With the advent of remort tokens no decision is permanent, so
 there is no reason to have to maximize in first class. 
 Be respectful of playstyles different from your own.  Not everyone is going
 to enjoy the same activities you do, and that's ok.  If a novice wants to
 run circles in the forest for hours, let them!  As long as they are having
 fun, that's all that actually matters.  Some new players are new to text
 games in general and will find even the basics overwhelming.  Remember to
 be patient while they get their bearings.
 Our experienced players have a wealth of knowledge about the game world, and
 this is your opportunity to share that with the next generation.


alliances - view alliance information, use alliance commands and functions

 Alliances consist of groups of clans that have come together for a common
 purpose, or set of goals. While the clans that comprise the Alliance may not
 always see eye to eye, they are able to work together well enough as a unit
 that they are not constantly bickering or fighting with each other.

 It is beneficial for clans to form Alliances for several reasons; one, there
 is strength in numbers. Whereas one clan may dominate and its members may have
 members of another clan on the run, if the other clan were to join together
 with an Alliance, the Alliance working together could overpower the now out-
 matched clan.

 Secondly, Alliance clans get to share a communication channel with each other
 that enables them to have access to a broader set of information than a single
 clan may be able to provide. This also increases the social aspect behind
 Alliances, and enables one to feel a stronger bond of unity with your fellow
 Alliance members.

 Alliances may also declare war or peace intentions with other Alliances.
 This is mainly a role-playing and social part of the Alliance system at this
 time, but future expansion is planned to increase enforced game aspects
 depending on who you are at war or at peace with.

 To create an Alliance, a clan must gather 5,000 clan gemstones and create
 the Alliance in the presence of a Master of Clans, located in most major
 cities. The clan gemstone fee is nonrefundable.

 To join an existing Alliance, you must be invited by a member clan of that
 Alliance and have an open invitation. The Master of Clans requires a
 1,000 clan gemstone fee to register new Alliance members.

 The clan that creates the Alliance is the Alliance owner. If this clan ever
 leaves the Alliance, the Alliance will be immediately disbanded. If the
 Alliance ever has no member clans in it, the Alliance will be disbanded.

 The Alliance Owner can grant security settings allowing or disallowing
 member clans control over certain aspects of the Alliance, such as
 inviting and kicking out clans, declaring war or peace, or using the
 Alliance talk channel. Alliance Owners are protected from having their
 security settings removed by others and essentially have the final say
 in the Alliance. There can only be one Owner Clan per Alliance.

 The following commands may be used by anyone, regardless of membership
 in an Alliance. They must be preceded by the ALLIANCE command (for

 LIST [<#> or <alliance name>] - lists all current Alliances and brief
              information about each. Listing a specific Alliance provides
              a list of that Alliance's members and ranking status.

 INFO [<#> or <alliance name>] - lists public information about that Alliance.
              If no name or number is specified, your current Alliance information
              will be displayed.

 WHO <clan name or #> - Displays to which Alliance a specific Clan belongs
                        as well as the date they joined the Alliance.

 CREATE <alliance name> - requests an Alliance to be formed from the Master
 of Clans. Your clan must have at least 5,000 clan gemstones in order to
 create an Alliance. You must also be an Owner of your clan.

 The name of an Alliance is its identity. Once an Alliance is requested,
 there is a 'window' period of three days in which time the Alliance can be
 renamed if for some reason the Alliance who requested it changes their minds.
 after that period, the Alliance cannot be renamed - even if it is under new
 management - for any reason, so please do not ask.

 When an Alliance is created, it has approximately 14 days to add at least
 one member. If the Alliance ever again ends up with a single member, it
 will have approximately 14 days to add at least one member, lest the
 Alliance be dissolved.

 The following commands may only be used by Alliance members, assuming they
 have the proper security settings (ALLIANCE SET SECURITY).

 MOTD - displays the message of the day for the Alliance.

 RULES - displays the rules for the Alliance.

 TALK <message> - sends a message over the Alliance channel. If you wish to
 abbreviate this to something shorter than ALLIANCE TALK, use the ALIAS command.
 Individual players can turn off this channel by using the CHANNEL CLAN-ALLIANCE
 OFF command. ALLIANCE TALK <clan #> sends the message to your clan and the
 target clan.

 WHERE [<alliance #>] - Shows who's online in an Alliance and to what
 clan they belong. If you are in an alliance and do not specify an
 alliance #, it will display your alliance members. If you are not in
 alliance, you must specify the alliance # you wish to view.

 Clan members must additionally have the ALLIANCE security setting individually
 in order to be able to use the following ALLIANCE commands:

 QUIT - removes you from the Alliance. This command only works at a Master of

 INVITE <clan name or #> - Invites a particular clan to join the Alliance.
     This command only works in the presence of a Master of Clans. Alliances
     may issue up to 5 invitations approximately every twenty-four hours. Only
     5 invitations can be "open" at a time.

 JOIN <alliance name or #> - Joins a particular Alliance. An invitation must have
     been previously issued by the Alliance you are seeking to join. Joining an
     Alliance cancels any open invitations from other Alliances. This command
     only works in the presence of a Master of Clans, who requires 1,000 clan
     gemstones as payment.

 DECLARE <'war' or 'peace'> <alliance name or #> - declares War or issues a
     Peace accord between two Alliances. WAR can be declared on another Alliance
     once per day. PEACE accords can be declared for another Alliance once
     per day. If both Alliances issue the same declarations/accords, it will
     appear as a (Mutual) declaration/accord in ALLIANCE INFO for that Alliance.
     This feature is for roleplaying purposes currently, but will be expanded
 CONSUMPTION <rate> - sets the rate at which favor points are consumed. Must have
     the DECLARE security to set this.

 SECURITY <'list' or 'set'> [<alliance name/# or security flag>] [<security flag> ...]
     Sets the security for an alliance member.

     SECURITY LIST <alliance name/#> - will display a list of the security
     settings for that particular alliance.

     SECURITY LIST <security flag name> - will display a list of the
     alliance members who have the specified security flag.

     SECURITY LIST - by itself displays a list of alliance members and
     their associated security settings.

     SECURITY SET <alliance name> <security flag ...> - toggles the
     security flag(s) for that particular alliance. If 'none' is specified
     as a security flag, the security settings for that member will be

     You cannot change an alliance owner's security settings unless you are
     that owner, and you cannot change your own alliance security settings
     unless you are set as an owner of your clan.

     Available security settings are:

         setinfo - Give the Alliance member the ability to set the Alliance

         setmotd - Give the Alliance member the ability to set the Alliance

         setannouncement - Give the Alliance member the ability to set the
         Alliance announcement message.

         setrules - Give the Alliance member the ability to set the Alliance

         invite - Give the Alliance member the ability to add new members
         to the Alliance.

         kick - Give the Alliance member the ability to remove members
         from the Alliance.

         talk - Give the Alliance member the ability to use the Alliance talk

         security - Give the Alliance member the ability to modify security
         settings for all Alliance members.

         seturl - Give the Alliance member the ability to modify the Alliance

         setmotto - Give the Alliance member the ability to modify the Alliance

         settitle - Give the Alliance member the ability to modify the Alliance

         content-filter - Give the Alliance member the ability to turn the
         Alliance channel content filter or color filter ON or OFF.

         sethometown - Give the Alliance member the ability to select an
         Alliance hometown.

 SET <setting> <value> - lets you change your Alliance's settings.
     Available settings are:

     info - Sets the information displayed by the ALLIANCE INFO command.
     This information is publicly viewable by all and must follow the
     channel rules.

     announcement <new announcement> - Sets the announcement displayed
     when a member of your alliance logs into the game. Use "none" as the
     announcement if you wish to clear a current announcement.

     motd - Sets the information visible via the ALLIANCE MOTD command.
     This information is viewable by members only.

     rules - Sets the information visible via the ALLIANCE RULES command.
     This information is viewable by members only.

     title <new title> - Sets the title displayed for your Alliance on
     the CLAN LIST. Use "none" if you wish to clear the current title.
     Alliance titles must be 7 characters or less and cannot contain more
     than 5 color codes.

     motto - Sets your Alliance motto. This is visible using the ALLIANCE
     INFO command and must conform to channel rules. This should proclaim,
     in a sentence that is 255 characters or less, the essence of what
     the Alliance is all about.

     url - Sets your alliance url. This is visible using the ALLIANCE INFO
     command and must conform to the channel rules, as well as be
     a valid, working URL. This URL cannot link to any sites that
     contain content that would violate the channel rules.

     filter - turns alliance channel filtering on. Basically this means
     that the alliance channel will be subject to the same obscenity
     catching that is used on the system channels.

     color - disallows color codes from being used on the Alliance channel.


class - deposit, withdraw, or get information on a gemstone account and once the account has enough gemstones, change player classes

 Once a player reaches level 60 in his or her current class, the option to
 change classes is available. Classes are changed by providing special gemstones
 - black tourmalines - to a local Lord (such as Lord Agrippa). Black tourmalines
 may be found in several locations, such as the Tower of Riga on Verity Isle, or
 the Proving Grounds on Irda Isle. 

 The classes that may be chosen are limited to those available to your race and
 any previously chosen classes.  By default you must choose one class from each
 of the four class groups outlined in the next section.

 Classes are divided into four groups, as follows:  

 Barbarian      Wizard          Priest          Rogue
 Cavalier       Monk            Druid           Bard
 Valkyrie       Ranger          Shaman          Knave
 Paladin        Psionic         Witch

 When you reach level 60 of your current class, you may choose your next class.
 A traditional class path, the game's default option, requires that you choose
 one class from each of the four class groups.  This path promotes skill balance
 and creates a well-rounded character with the largest number of unique
 abilities to utilize. If you wish to choose a non-traditional class path by
 choosing more than one class from a particular class group, you may do so by
 obtaining 'a greater token of multiclassing' and keeping it in your inventory
 when you CLASS NEWCLASS. New players are encouraged to take a traditional
 class path to gain experience in how each type of class works.

 Number of Tourmalines needed for each Multiclass:
  Multiclass to 2nd class:  250 Tourmalines
  Multiclass to 3rd class: 1250 Tourmalines
  Multiclass to 4th class: 3000 Tourmalines

 A list of classes that it is possible to become may be viewed using the
 CLASS NEWCLASS command. To actually change into that class, use
 CLASS NEWCLASS <class name>.  While a player must normally choose one class
 from each class group, having a greater token of multiclassing in your
 inventory will allow the player to choose another class from the same class
 group or the same class again.

 After a player has reached total level or 240 they may elect to become an
 Archon. The Archon will be able to learn spells and proficiencies that are not
 available to the other classes. See HELP ARCHON for more information on this
 class and how to become an Archon.

 CLASS DEPOSIT will drop off any gemstones you have in your inventory into your
 multiclassing account. To view the current amount of gemstones in your class
 account, type CLASS INFO.

 Gemstones may be transferred from account to account by using the
 CLASS TRANSFER command. You, as well as the character to which you are
 transferring gemstones, must have 61 total levels or greater. CLASS RESPEC
 will allow you to change your character's race and up to four classes at once
 by leading you through a series of questions. When you substitute classes, you
 will lose all unique spells and proficiencies for that class, but the data will
 be saved with your character in the event that you change classes again and
 receive the skill. Practices are refunded for stat point changes do to racial
 respecing.  See the CLASS RESPEC help entry for more information. 

 * You must be at least level 240 (Hero) to use CLASS RESPEC.
 * You will be refunded half of the practices spent on trained attributes lost
   when this command is used. 
 * All CLASS RESPEC changes are permanent and will not be refunded or reversed
   by staff under any circumstances.  Should you wish to revert your character
   back, you will need to purchase more tokens and respec your character again.


classes - the primary different pursuits and disciplines of Adventurers

Character classes in Alyria are as follows:

FIGHTER          MAGE          CLERIC          THIEF
Barbarian        Wizard        Priest          Rogue
Cavalier         Monk          Druid           Bard
Valkyrie         Ranger        Shaman          Knave
Paladin          Psionic       Witch


proving grounds - information on this fearsome dungeon maze

 About one hundred years ago, Simon Bloodbane, a lesser baron from
 Sepharia, built a large exploring ship titled 'The Magencia'. A powerful
 wizard from that time, Alpheus Winterborn, used his magic to strengthen 
 and fortify the wood so that it became like iron. He also wrapped the
 ship in nets of spells so that it would withstand any attacks from
 foreign invaders (that didn't stop them from trying, however).
 He sailed the four seas with this great ship, and stumbled across a
 large, forested island to the east of the continent of Sepharia. 
 The island was rich in gold and gems, and Bloodbane Mining became
 a powerful and wealthy trading company. Using the profits, Simon built
 an impressive castle on the island.
 The events that led up to the Baron's insanity are not documented. A few
 scattered reports exist of evil creatures rising from foul and dark places
 under the island, who had lain undisturbed until the Baron's mining
 company tunneled too deep, too far. They rose from the caverns and would
 have destroyed everyone on the island had it not been for the discovery 
 of a strange and powerful artifact, the skull of Riga, buried
 underneath tons of rock. How he used this artifact is unknown, but it led
 to the transformation of the mine tunnels into a many passaged, twisty
 little maze, ever-changing from day to day. The evil creatures were caught
 and imprisoned within its walls, the powerful magic of the Skull trapping
 them within. It is believed the usage of this artifact was what caused
 Simon to lose his grip on reality.
 The black tourmaline gemstones that were the number one export of the
 baron's now defunct mining company became scarcer and more valuable,
 especially since it was discovered that the tourmalines, in a magical
 process, could be used to control the phases of the moons - since the
 moons have been documented to control the flux of magic into the world
 of Alyria.
 Lord Agrippa issued a decree that he would bestow special magical favors
 upon the person who would brave the horrors of the magically created
 dungeon of Simon Bloodbane. This was followed by similar decrees from
 the other Lords and Ladies of Alyria. Eventually, warriors and heroes began
 to refer to the dungeon as 'the Proving Grounds'.
 Simon Bloodbane, while quite insane, still lives in his castle where
 he is watched and looked after by the servants who feel obligated to
 him (he was a kindly man, after all).


clan halls - information on purchasing and modifying clan-owned structures

All clans need a place to gather, and that is why most newly-formed clans
set their sights on building their own clan hall in which members can
congregate, learn, and play. A clan's hall should represent the individual
nature of the clan and the tastes of those dwelling within it.

Each clan may have only one clan hall. As this clan hall increases in
size, so does the maximum number of members of the clan.

Once a clan hall is available to a clan, clan members may use the CLAN
GOHALL command to immediately teleport themselves from wherever they
are in Alyria back to the clan hall. The effective range of this is about
750 rooms from the entrance of the clan hall. Anything else will be
considered "cross zone", including alternate planes and transportation
from the Great Alyrian Underground. See HELP CLANS for more information.

Empty clan halls are located randomly within the wilderness of Alyria.
Like homes, there are a limited number of locations where new clan halls
are allowed to be opened. As these spots change often, be sure to email and query about the current available locations.
There is no guarantee that their clan will be placed where they want it,
but the Game Services team will make every effort.

The maximum number of members a clan can have is determined by the size 
of the hall. The base amount is 28 members; 1 additional member slot is
added for every 2 rooms past 5; alternately,
Maximum members = 28 + (#rooms - 5) / 2

You may ONLY change your clan type during a hall upgrade.  As this is
a substantial restructure of your clan, you are encouraged to not take
this decision lightly.  The fee for changing your clan type is 5,000 
clan gemstones.

This is now done via the BUILD system. Maleficarum roots, or clan gem-
stones are converted directly into Building Points when a change is made,
at a ratio of 1 gemstone to 6 Building Points. For more information, type

Furniture for your clan hall can be purchased from Gaston's shop in 
Lowangen, on Dargon Walk. You can obtain generic furniture to be ON/IN/
AT, save-location item chests and other utilities such as a one-week
reagent vendor, one-week test dummy and more!

Clan hall rooms are considered part of the world of Materia Magica and
therefore must follow some basic guidelines. Rooms must have from
5-15 lines of description. The description must not contain anachronistic
references and must be "in character" with the rest of the game.
Room names and descriptions cannot contain color codes.

Rooms may have extended keywords attached to descriptions added to them.
These extended keywords can be used to further elaborate on an item
mentioned in the room's description. For instance, if you have described
a table in the room description but do not want to put an actual table
in the room (as a piece of furniture), you may add a keyword such as
"table" attached to a description for that table. If someone were to
LOOK TABLE, they would then see the description for the table that you
provided. Extended descriptions may not have color codes in them and
must be from 3-20 lines long. This can be done via the BUILD system.

Rooms come with no attributes by default, save that they are INDOORS.

 dark       - people need a light to see in the room
 safe       - no one may attack or use offensive magics in the room
 outdoors   - room is set as "outdoors" meaning you can see weather
              from it - useful for courtyards, etc.
 private    - only two characters may be in the room at one time
 solitary   - only one character may be in the room at one time
              (useful, perhaps, for a bathroom)
 high-regen - characters regenerate hp, spell points, and stamina
              at twice the normal rate in this room
 low-regen  - characters regenerate hp, spell points, and stamina
              at half the normal rate in this room
 silence    - characters may not speak or cast spells requiring verbal
              components within this room
 reinforced - room and all within it are protected from earthquake damage
 icy        - the floor in the room is slippery
 no-mob     - npcs cannot enter the room
 no-mount   - mounts and mounted characters cannot enter the room
 no-emote   - characters may not use the "emote" command, or socials,
              within this room
 no-chat    - players cannot enter the chat rooms from this room (can
              only be set on rooms already set as SAFE rooms)
 no-form    - characters cannot enter into a formation in this room;
              existing formations may be broken up by a "strange wind".
 no-trap    - traps (such as snares) may not be set in this room.
 no-track   - while in this room, one cannot be tracked

 anti-magic     - spells cannot be cast within the room
 death-trap     - anyone entering the room will die on the next tick.
                  Death traps can be placed anywhere in a hall, however
                  there must be a path into the hall that does not require
                  travelling into or through a death trap.
 falling-rocks  - rocks occasionally fall on people who move or speak
                  within this room
 tangle-vine    - a tangle vine will appear within the room, occasionally
                  snaring those who enter
 fear           - characters will have an unreasonable fear, that may cause
                  them to flee
 disorient      - the room is disorienting, exits may not be what they seem
 icestorm       - a continual icestorm roars through the room
 thunderstorm   - a continual thunderstorm roars through the room
 darkness       - room is continually affected by a 'momentary darkness'
 lawful         - sets the room as appropriate for LPK (see HELP PK)
 neutral        - sets the room as appropriate for NPK (see HELP PK)
 half-pk-damage - any pk combat performed within the room will have half the
                  normal damage (cannot be combined with double-pk-damage)
 double-pk-     - any pk combat performed within the room will have double
 damage           the normal damage (cannot be combined with half-pk-damage)
 windy          - prevalent 'strange wind' blows visitors to their knees
 magic-unstable - magical items don't work in this room, spells have a greater
                  chance of backfiring
 post office    - sets the room to permit the sending and receiving of mail

Clan halls may NOT have CPK rooms or individual traps, so please do
not ask. They are not to be used as places to trap players and/or to
ambush them.

Doors may be added at any room exit. One-word keywords may be added
for either side of a door - for instance, a hidden door could be called
a "panel", while the other side of the door could look like a normal
one, and be called "door". You must specify a single keyword when
buying a door. 

Front doors (the entrance to your clan hall) are closed and locked by
default. They come with no special attributes and one key. Front
doors may not be made invisible through use of a "hidden", "buried",
or "illusion-disguised" flag, but interior doors can. 

 locked    - locks the door; door is openable using your clan hall key
 pickproof - keeps the door from being picked open by thieves
 passproof - keeps the entrance from being crossed by someone who is
             affected by the PASS DOOR spell.
 bashproof - keeps the door from being bashed open
 resistant - keeps the door from being MAGIC LOCKed/MAGIC UNLOCKed
                   or KNOCKed/BAR/red

 hidden    - the door does not show up until it is searched for; front doors
          (street entrance) may not be hidden
 buried    - the door does not show up until it is dug for using a spade
 disguised - the door cannot be seen unless the viewer is under the
             effects of a 'detect illusion' spell

Door keys come in sets of five for 750 clan gemstones.  When the clan hall 
is purchased, you will be provided with one key for every clan member 
unless otherwise specified. The key must also have a door to go with it, 
meaning you will have had to specify the front door be locked in order to 
get the keys. When the clan hall is upgraded, additional keys will be 
provided based on the new available slots in the clan.

A clan may change all locks inside the hall to use a new key at the cost of 
3,000 clan gemstones + (500 clan gemstones * CLAN CLASS SIZE).  For example,
a Class C Clan Hall (3) would cost 3,000 + (500 * 3) = 4,500 clan gemstones.
In addition to all the locks being changed in the hall, the clan will be
provided with all new keys for each available slot in the clan, occupied or
not. Changing locks is inclusive; it does not incur additional clan hall
change fees.

Windows may be added instead of a door exit. They cannot be passed through,
but people can LOOK through them and see the description of the room on
the other side of the window. They must be used on adjacent rooms. An
example of where this would work nicely would be in a hall with a central
courtyard - the courtyard might have one door leading to the rest of the
hall, and three walls with windows that let people in the courtyard see
the room on the other side of the wall, and vice versa. Windows cost
150 clan gemstones to add and you cannot add them on a wall that already
has a door or other exit. Windows cannot be added facing the wilderness
or otherwise outside the clan hall.

You can choose, instead of using a key, to have a verbal command to
open a door in your clan hall (except for entrance doors). Doors can
be opened with a phrase, and closed with a different phrase. An example:

'Open sesame', you say.
There is a *click* from the north door. (Door is now unlocked)

'Close sesame', you say.
There is a *click* from the north door. (Door is now locked)

Doors must have the "locked" attribute in order to be able to add
passphrases. To add an open and close passphrase it is 500 clan
gemstones per door, which includes both opening and closing phrases.
The passphrase is bound by the public channel rules of the game

Four types of fountains may be purchased for your hall. Only one fountain
may be purchased per room. Fountains can be described similarly to furniture,
and must contain keywords, a short description, long description, and a full
description of 5-20 lines. Fountain descriptions may not contain color codes.

 Normal fountain  - normal water fountain: 500 clan gemstones
 Blood fountain   - fountain that expresses blood (for fey, drow, dracon):
                    650 clan gemstones
 Refresh fountain - fountain that has curative properties of the "Refresh"
                    spell: 1,250 clan gemstones
 Healing fountain - fountain that has curative properties of the "Cure light"
                    spell: 2,500 clan gemstones

Custom-built furniture (for decoration only) may be purchased at
the cost of 500 clan gemstones each. You may have a maximum of two
pieces of furniture per room. Suggestions for furniture include: beds,
lamps, rugs, artwork. Furniture cannot be a container. Furniture
must be described by the player, and must contain keywords, a short
description, long description, and a full description of 5-20 lines.
Furniture descriptions cannot contain color codes.

These items are not included in the limit of 2-furniture items per
room. They do not have customizable descriptions, and only one of each
may be placed in a single clan hall. You must have at least a Class C clan
hall in order to obtain any of the special furniture items.

 Save-Item Containers
 A special container that saves items placed in it between reboots.
 This container comes with a lock that is keyed to your main clan
 hall key. This container will hold 35 items not weighing more than
 30 stones. Only one of these containers may be purchased per clan hall,
 at a cost of 9,000 clan gemstones.

 Trophy Cases
 A special container that can be closed and locked, yet the contents
 can still be viewed from outside by LOOKing at the container. These
 trophy cases will only hold items of type TREASURE, holding 25 items
 weighing no more than 20 stones total. This container will save items
 between reboots, and comes with a lock that is keyed to your main
 clan hall key. Only one trophy case may be purchased per clan hall, at
 a cost of 6,500 clan gemstones.

 Document Cases
 A special container that will only contain items of type PARCHMENT,
 and can be closed and locked. The document case will save items between
 reboots, and will hold up to 50 parchments weighing no more than 2 stones
 total. This container comes with a lock that is keyed to your main clan hall
 key. Only one document case may be purchased per clan hall, at a cost of
 5,000 clan gemstones.

 Grandfather Clocks
 A large clock that tells time and chimes the hour, this clock may
 be added to your clanhall at a cost of 1,500 clan gemstones.

 Special trees can be purchased for 2,000 clan gemstones each. These
 trees will produce seeds or fruit on a regular basis. The currently 
 available trees are:

 moon oak       - produces acorns, which can be planted to grow into
                  other moon oak trees
 orange tree    - produces edible oranges
 lemon tree     - produces edible lemons
 apple tree     - produces edible apples

 Trees must be placed in a room with the OUTDOORS attribute and you are
 limited to one tree per room.

Special furniture may be purchased at clan shops, which accept maleficarum
roots as payment. This special furniture may do any number of things, such
as set up a postmaster, a blackjack dealer, or a barber in a clanhall, or
other things. Only owners may purchase items from the clan shops, and the
furniture can only be built in the clan's clanhall, by an owner. Custom
creatures are not available for clanhalls.

Through the use of powerful magics discovered by the Council of Seven
in the Grimoirium Magica, clan owners now have the ability to request a
clan hall be moved to any available hall location. This service does not
come cheaply and will cost the clan owners 20% of full current value of
the  clanhall. Due to the nature of this spell it contaminates the clan hall
and because of this it may not be requested again for four Alyrian years.


vendor - information on the player and clan-leased shops

 Centrally located between Planes, the Bazaar is viewed as a politically neutral
 ground where vendors of all origins can come together to make a buck. Eccentric
 vendors line the streets, making themselves available to act as
 merchants-for-hire for any Adventurers or Clans who have wares to sell.

 To reach the Bazaar, Adventurers may 'shop bazaar' from the recall rooms of
 Rune, New Rigel, Tellerium, Xaventry, Sigil, Maldra's Keep or Vir; they can
 return from the Bazaar via 'shop return'.

 The vendors all belong to the Bazaar Merchant's Guild, within which they set
 the overall prices for the services they offer based on supply and demand
 within the Bazaar.

 Vendors operate based on leases owned by Adventurers or Clans. Adventurers must
 be at least level 61 to lease a vendor.  These leases may be purchased from the
 vendor for an initial fee. Once the lease is established, the vendor will then
 stock and sell items to other Adventurers based on prices dictated by the lease
 owner. The vendor will collect a percentage of the profit on every item sold,
 as well as a fee for each game hour he is open for business.

 The lease owner (or shoptender, in the case of a Clan-owned shop) must visit
 the vendor once a week (in real time) in order to pay the vendor and to collect
 the profit made from the shop. In order to keep the books straight, the
 vendor's fee will come from the lease owner/shoptender's cash on hand or
 default bank account. In the case of a clan shop, the vendor's fee will come
 from the clan bank account. If the vendor is not paid, the profit cannot be
 collected from the vendor.

 The vendor will not accept payment until a full week has passed, thus
 guaranteeing a weekly visit from the lease owner. There is a three-day grace
 period at the end of the week where the vendor will accept the payment, and
 provide the profits to the lease owner. After the three day grace period the
 vendor will stop selling items until he is paid.

 If the lease owner/shoptender does not pay the vendor for 40 days, the vendor
 will close the shop - destroying any items in the process, and keeping all the
 profit for himself. So it is important for the lease owner/shoptender to
 remember to visit the vendor weekly. Like any enterprise, player-leased shops
 require some time and attention. Do not lease a shop if you cannot attend it

 For a player-run shop, the Vendor Merchant's Guild is currently asking:
     * 200,000 gp to establish a lease
     * 9% commission on gross sale per item
     * 200 gp per game hour the vendor is open for business

 For a clan-run shop, the Vendor Merchant's Guild is currently asking:
     * 3,000,000 gp to establish a lease
     * 10% commission on gross sale per item
     * 400 gp per game hour the vendor is open for business

 The following commands are available to all.

 VENDOR LIST [<'all'>] - provides a numbered list of all currently-leased,
     currently open vendors in the Bazaar. To view all the vendors available
     (even those that are not currently open for business), type VENDOR LIST ALL

 VENDOR WHERE <lease owner name or clan #> - provides a path of directions of
     the specified shop vendor from your current location. You must be in the
     Bazaar to use this command.

     If searching for a lease owner name, wildcards are permitted.
         * Matches everything (e.g., *umlau*)
         ? Matches a single character (e.g., um?a?t)

 VENDOR EXIT - provides a path of directions to the center of the Bazaar from your
     current location in the Bazaar.

 VENDOR SEARCH <string> [<minimum level> <maximum level>] - searches all player
     and clan-leased vendor shops for a specific string. Strings must be from 4
     to 40 characters in length, and can include wildcards:
         * Matches everything (e.g., *sword*)
         ? Matches a single character (e.g., sw?rd)
         % Matches a single word (e.g., sword of %)

     The item fields searched will be the keyword field and the short
     description field.

     You may also provide optional level restriction parameters, from
     1 - 241, to limit the search to items that fall between those levels.

 VENDOR INFO - gives information about the vendor in the room with you. If you
     are the owner of the lease with that specific vendor, additional
     information will be displayed pertaining to the lease.

 VENDOR LEASE - Establishes a lease with the vendor in the room with you. This
     can only be done in the Bazaar, at a vendor-run shop.

 VENDOR CLANLEASE - Establishes a lease with the vendor in the room with you.
     This can only be done in the Bazaar, at a vendor-run shop. You must be in
     a clan and have the SHOPTENDER security flag in order to lease a shop for
     your clan.

 The following commands can only be used by the lease owner/shoptender(s) for a
 specific vendor. Commands must be issued in the same room as the vendor.

 VENDOR TERMINATE - terminates the lease with the vendor. You will forefit your
     initial fee as well as any profit that has not already been collected
     using the VENDOR PAY command, and the vendor will drop all the items in the
     store at your feet.

 VENDOR STOCK <item name> [<price>] - Takes an item from your immediate
     inventory and gives it to the vendor to stock. If you do not specify a
     price, it will be determined automatically based on the vendor's markup
     percentage and the default value of the item. Once an item is stocked, it
     cannot be unstocked, so please make sure you are careful in the items you
     stock with the vendor.

     You may stock up to twenty-five of the same item with the vendor at the
     same time, and have a maximum of fifty total items stocked in the store at

 VENDOR REPRICE <inventory #> <new price> - Specify an item already stocked by
     the vendor and adjust its price.

 VENDOR MARKUP <percentage> - Sets the percentage that the vendor will use when
     determining how much to charge per item. The vendor will apply the markup
     to all items sold in the shop. This is an easy way to increase the prices
     of all items if demand is high. Markup percentage may be from 50 to 250. By
     default the markup percentage is set to 100%, which means items will have
     their normal, full values. Anything below 100% reduces the prices.
     Anything over 100% increases them.

 VENDOR HOURS <open hour> <close hour> - Sets the vendor open and close hours.
     The longer the vendor is open, the more the vendor will cost per week.
     Hours must be 0 (midnight), 6 (6 am), 12 (noon), 18 (6 pm), or 24
     (midnight), and the open hour must be an earlier hour than the close hour.

 VENDOR LEVELS <minimum level> <maximum level> - Sets the levels which limits
     who can purchase items from the vendor. Minimum level must be less than or
     equal to maximum level.

 VENDOR TITLE <new title> - Changes the name of the vendor's store.

 VENDOR NOTIFY - Toggles ON or OFF having the vendor notify the lease holder (if
     a player-run shop) or clan members (if a clan-run shop) if they are online
     when a purchase is made.

 VENDOR HISTORY - Displays up to a 10-day history of the vendor's sales
     of what, and to whom.

 VENDOR HAWK <message> - Changes the hawk message for the vendor's store. This
     message will show up in VENDOR LIST, and is useful for highlighting current
     specials your vendor might be offering, or special items that your store
     offers, such as "Seashell Helms 50% off!" or "Visit us today for the lowest
     prices on slugwort antidotes!" Hawk messages must be 75 characters or less
     in length and abide by all global channel rules.
 VENDOR SET AUTOPAY - Links a vendor to the shop owner's default bank account
     or to a clan's gold reserves.  When payment comes due to a vendor, the
     money will be automatically deducted from the player's default account or
     the clan's gold.  When an autopayment is deducted, players will recieve a
     message if they were online notifying them of the deduction.  Clan
     vendors will display a message in the clan log indicating the amount paid.
     If the default account does not have enough gold to pay the vendor, the
     player will receive a message that their vendor needs to be paid.  A
     player or clan who does not pay their vendor will have their shop
     temporarily closed.  After 4 missed payments, the shop will be closed and
     the shop inventory dropped on the floor.

     Note: This feature is set off by default and does not automatically turn
     off again once toggled on.  Staff are not responsible for drained bank
     accounts or lost items from defunct shops.  Use at your own risk.


clan mergers - permits one clan to absorb another, for roots.

 In a clan merger, the assets of two clans are merged into one. All clan
 members will be moved from one clan to another, and then the empty clan will
 be deleted. Alliance membership and clan ownership will also transfer, as
 will clanhalls. In any circumstance where each clan possesses something or has
 sometrait, it is up to the clans to decide which to keep. for example, if one
 clan was a member of one alliance, and the other clan was a member of another
 alliance, the remaining clan could choose which alliance to retain membership
 in. If each clan owns a clanhall, either clanhall may be kept, and the other
 one would be deleted.

 The merged clan cannot have more members than the maximum membership
 permitted by the new clan, although the merged clan may choose to upgrade its
 slots during the merger. In exchange for merging, the merged clan will receive
 3000 roots + 40% of the root cost of obsolete clan and clanhall. The obsolete
 clan and clanhall will be permanently retired, and a commemorative plaque will
 be built in the merged clan's clanhall, documenting the merger and the details
 of the deleted clan. Any clan gemstones and bank account balances remaining in
 the absorbed clan will be moved to the absorbing clan prior to deletion. A
 clan that owes taxes may not merge.
 To request a clan merger, all clan owners of both clans must email
 |, specifying their character name and what
 two clans are to be merged, along with the specific details of what clanhall,
 alliance membership, etc. Mergers are approved conditionally on a per-merger
 basis, and the outcome is not guaranteed. To streamline the process, owners
 may also opt to defer to another owner with regards to the specifics.


root hoard decay - separate from the clan tax, piles of roots decay when too many are amassed

When a large number of maleficarum roots are stored, there is inevitably
a certain amount of decay present in the hoard. Alyrian scientists have
determined that the rate of decay is remarkably consistent, and is 
directly related to the size of the clan's storage area.

The amount of decay per month can be predicted with the following formula:

threshold amount  = max member spots available * 75

Of the roots hoarded over this threshold number, 5% will decay.