Date: Tue, 1 Feb 1994 13:08:48 -0700 & help ============================================================================== N A R N I A N E W S ============================================================================== Welcome to NarniaMUSH. We hope you will enjoy yourself here. Please try to keep up on the news...it'll make your online life a lot easier. Thanks! Updated news articles as of 1 Whiterug : TinyQuests Automated fun for you and your friends. Other recent news: RP Gossip, scandal, tragedy, and high-power deals. FTP Narnia It's back, and better than ever. Calormen All you need to know about that steamy country. Recycling What we will do in order to keep the place tidy. Knights How to win your spurs and be chivalrous. Sub Directories: These directories contain similar articles. Policy Wizards, Building, Harassment, IC-OOC, Credits, Feature Characters. Theme Calendar, Narnia, Names, Maps, Ocean, RolePlaying, Calormen, References, TimeLine. Code Backups, Globals, Money, NonStandard, Version, Weather. Miscellaneous Clients, FTP, IC-OOC, Mailing Lists, Mush Manual, You can have your own article posted. +mail Puddleglum. ---------------------------------------------------------------------------- & Policy ---------------------------------------------------------------------------- Narnia News sub-directory: Policy Wizards A list of your MUSH hosts and what they do. Building Our policy on building areas. Credits Policy on cash. It doesn't grow on trees, y'know. Harassment A RL problem found on MUDs. What we say about it. IC-OOC Playing IN CHARACTER and OUT OF CHARACTER Feature Characters Playing characters who appear in the Chronicles. All of the articles can be read by typing NEWS
. --------------------------------------------------------------------------- & Theme ---------------------------------------------------------------------------- Narnian News sub-directory: Theme Game What this game is about. Names Who's WHO in the Chronicles. Maps Maps of the Narnian world. Money New IC money system! Read it! Use it! Ocean What Islands are out there, and what can be built. References Real Life books to help you with the Narnian setting. TimeLine What happened and when in Nanrian history. Calormen What you need to know to RP down south. All of the news articles can be read by typing NEWS
. ---------------------------------------------------------------------------- & Code --------------------------------------------------------------------------- Narnia News sub-directory: Code Backups How often we save the database and archive it. Clients Programs that make Mushing easier. Globals Global commands unique to Narnia MUSH. NonStandard MUSH hacks particular to this game. Version What MUSH code version this is using and its changes. Weather Narnia MUSH was a spectacular Weather system! All of the news articles can be read by typing NEWS
. --------------------------------------------------------------------------- & wizards --------------------------------------------------------------------------- Narnia News article: WIZARDS Your Narnia MUSH wizards are: Wizard: Alias: Position: Achelous RG Building Inspector, Registration. The River God. Azaroth Azy News. Role-playing. TinyPlots. The Twice Sexed. Bacchus Bach Globals. Maenads. Frolicking hedonist. Coriakin Cori Server hacks, code help. Herder of duffers. FatherChristmas FC Building Inspector. TinyQuests. Jolliness. Father Time Time Site administrator. Mister Armageddon himself. Frank Site maintenance. Gardening. The First King. Pomona Mail. Her bark is worse than her bite. Ramandu Ram Conflict arbitration, lost & found. Fallen Star. Tash Recycling, cartography, weather. The Inexorable. The Hermit Hermit Building Inspector. Don't get his goat! --------------------------------------------------------------------------- & building --------------------------------------------------------------------------- Narnia News article: BUILDING If you wish to build a feature area, one listed or described in the novels, please +mail The Hermit before you start. When you are finnished, again +mail The Hermit so she can inspect it. Building here is being done under a quota system, and there are plusses and minuses to this policy. This minus is that not every square inch of Narnia will appear on this MUSH. The plus, we hope, is that what building there is will be of high quality. When building a room, ask yourself, "We'll people roleplay here?" and then ask, "would it be fun roleplaying?". If you answer YES both times go ahead and build it. Please keep this in mind in all that you create. Each player is allowed to build one public area. If you'd like to build more than one you're certainly welcome to do so, but quality will be a big factor in determining who builds what. If possible, please try to use the NarniaMUSH Weather System. Ask a wizard for a copy of the Weather System explanation, as well as a copy of the Building Guidelines. The Weather System is really spiffy, and easy to use. Try it! --------------------------------------------------------------------------- & recycling ---------------------------------------------------------------------------- Narnia News article: Recycling of People, Places and Things Tash uses the following guidelines for recycling: - Characters who are ROBOTs are not recycled (see HELP ROBOTS) until their owner is. - Characters with an &VACATION attribute are not recycled, unless the attribute indicated a return date and 90 days after that date have passed. - Characters inactive for 90 days or more are recycled, along with all of their possesions and rooms. If they own an important part of Narnia (beyond personal rooms), those rooms and exits are @chowned to the appropriate builder or Wizard. - Characters who logged in for only one day, and did not return for 30 days are recycled. - Characters who logged in but did not finish setting up their character (never left the Spare Room) are recycled after 14 days. - Feature (book) Characters who are inactive for 30 days may be taken over by other players (see NEWS FEATURE CHARACTERS). -------------------------------------------------------------------------- & Miscellaneous --------------------------------------------------------------------------- Narnia News sub-directory: Miscellaneous News Clients Programs that help make Mushing easier. FTP How to use the File Transfer Protocol Mailing Lists Email networks that can keep you in touch. Mush Manual The 'how to' book for the MUSH world. Read it today! Sitechange We're now somewhere else. No surprise. Be informed! Warning Just a friendy reminder. To read a topic, type NEWS for example: NEWS MUSH MANUAL --------------------------------------------------------------------------- & old news --------------------------------------------------------------------------- Narnia News sub-directory: Old News These are news items that are all out of date, but placed here for your information. Gathering A RL NarniaMUSH get togeather! Still on! ---------------------------------------------------------------------------- & Globals Narnia News article: Global Commands The comand +HELP will list the game wide commands unique to this MUSH. Please familiarize yourself with these commands, as they are designed to make your time more convienient. & BACKUPS Narnia News article: BACKUPS To save your sanity and ours, backups are performed regularly every morning. Around 6:50am EST every day Deamon (a robot executed by cron) will log in and announce that backsups are to be performed in ten minutes. Deamon will then shutdown the MUSH, unload the db to a flatfile, compress it and archive it for the week (It's a smart cookie). Once a week, the backups will be archived to tape. Archives will go back four weeks in time. & CLIENTS Narnia News article: CLIENTS Telnet is a rather ugly way to connect to most muds, since it doesn't do any fancy text wrapping, and if someone says something while you're typing out a line, it will make a mess out of your line, making it hard to see what you're typing and hard to keep track of what's going on in the mud. A client program is simply another program you use instead of telnet to connect to a mud. Clients also provide useful things such as macros and the ability to gag or highlight certain mud output. Clients are available via anonymous ftp from several sites: ferkel.ucsb.edu ftp.math.okstate.edu piggy.ucsb.edu primerd.prime.com 128.111.72.60 139.78.10.6 128.111.72.50 129.122.131.95 Some popular clients are: TinyFUGUE, TinyTalk, Dink, FooTalk & VaporTalk. FooTalk and Dink may work on your VMS system, most are designed with Unix in mind. There is also TUsh (ftp from ftp.warwick.ac.uk). [The above was taken and modified from J. Smith's Mud-FAQ] & FEATURE CHARACTERS Narnia News article: FEATURE CHARACTERS You may be a feature character from any of the Chronicles of Narnia by C. S. Lewis, even though our official time frame is just after the "Dawn Treader". A feature character is any character that is even referenced in the books. You may be any of these characters if you create it. If you can not and that character has been away for more than 30 days, you may ask a wizard to have that character. Any feature character who is missing for more than a month without informing any of the wizards will be considered available. So if you are going to be away DO tell a wizard, and type '&vacation me=I'll be back on '. This is also because we destroy characters who have not logged in for a period of 90 days. Uncle Andrew, from the "Magician's Nephew", is the Guest Character. & FTP Narnia News article: File Transfer Protocol: FTP Fire Transfer Protocol is by which files can be 'downloaded' from a remote site to your account. It's very handy to get a copy of a help file, or news archive, etc. etc. To read a news article on FTP, NEWS FTP
. Sub-article Blurb ----------- ----- FTP How to FTP to a site. LOGIN How to Login once connetced, and list the directory files. FIND How to change directories and find the file you want to get. GET How to get the file you want and download it to your directory. TAR How to umcompress files ending in .Z NARNIA Info about our very own ftp site & FTP FTP Narnia News sub-article: File Transfer Protocol In order to use 'anonymous' FTP, you should first know the address of the machine with which you plan to connect and a good idea of the filenames for which you are looking. This address may be known by its name (such as 'gallina.gb.nrao.edu') or by its IP address (such as '192.33.116.103'). these addresses are equivalent (mostly). First, type 'ftp ' such as the example below. >csa:~/ % ftp caisr2.caisr.cwru.edu >ftp caisr2.caisr.cwru.edu >Connected to caisr2.caisr.cwru.edu. >220 caisr2.caisr.cwru.edu FTP server (V.5.80 Sat Feb 29 23:57 EST 1992) ready. >Name (caisr2.caisr.cwru.edu:user): Next sub-article is on how to log in: NEWS FTP LOGIN & FTP LOGIN Narnia News sub-article: FTP - Logins At this point, enter 'ftp' or 'anonymous' as your login name. >Name (caisr2.caisr.cwru.edu:user): ftp >331 Guest login ok, send ident as password. Here, enter your email address to provide log information. >Password: wizard@marsinah.notes.org >230 Guest login ok, access restrictions apply. You can use 'ls' to display directory contents. >ftp> ls >200 PORT command successful. >150 Opening ASCII mode data connection for file list. >bin >etc >incoming >pub >226 Transfer complete. >38 bytes received in 0.012 seconds (3.2 Kbytes/s) Next sub-article is on how to get the file: NEWS FTP FIND & FTP FIND Narnia News sub-article: File Transfer Protocol: FIND Then use 'cd ' to change directories. Let's use 'pub/mush' as an example. >ftp> cd pub/mush >250 CWD command successful. Now, I want to find the file called 'mushman.2.005.shar.Z'. >ftp> ls mushman.2.005.tar.Z >200 PORT command successful. >150 Opening ASCII mode data connection for file list. >mushman.2.005.shar.Z >226 Transfer complete. >259 bytes received in 0.15 seconds (1.7 Kbytes/s) And there it is. Now I want to 'get '. If the file ends with a '.Z' or a '.tar' suffix, then make sure you are set for binary transfer first by typing 'binary'. >ftp> binary >200 Type set to I. Next sub-article is on how to Get that file: NEWS FTP GET & FTP GET Narnia News sub-article: File Transfer Protocol: GET Now you can 'get ' the file. >ftp> get mushman.2.005.shar.Z >200 PORT command successful. >150 Opening ASCII mode data connection for mushman.2.005.shar.Z (89343 bytes). >226 Transfer complete. >local: mushman.2.005.shar.Z remote: mushman.2.005.shar.Z >89852 bytes received in 2.7 seconds (32 Kbytes/s) When you're all done, type 'quit'. >ftp> quit >221 Goodbye. Next sub-article is on how to uncompress files: NEWS FTP TAR & FTP TAR Narnia News sub-article: File Transfer Protocol: TAR If the file ends with '.Z' then type: 'uncompress filename.Z' If the file ends with '.tar' then type: 'tar xvf filename.tar' If the file ends with '.shar' then type: 'unshar filename.shar' Also try the command gunzip. Note that you can have combinations of these types. To extract combinations, work from the right to the left. For example: Start with: 'mushman.tar.Z' : First, 'uncompress mushman.tar.Z'. Giving you: 'mushman.tar' : Then, 'tar xvf mushman.tar'. This extracts all the files from the '.tar' file. -- News ftp by the Shining Star, Ramandu & FTP NARNIA Narnia News article: FTP NARNIA NarniaMUSH has it's own FTP site. It is located at: cestus.gb.nrao.edu, 192.33.116.67 Here you will find information on building regulations, weather, as well as maps and some gif files. Check it out! & IC-OOC Narnia News article: IC-OOC This MUSH is for roleplaying, first and foremost. OOC behavior will happen from time to time. When you are feeling very OOC just type '+ooc'. This will cause your entry in '+who' to show up as OOC rather than IC. When you feel back in a roleplaying mood type '+ic'. Please see the +HELP entries on IC and OOC. For those of you who do not know, IC is an acronym for In Character and OOC stands for Out Of Character. & MAILING LISTS Narnia News article: MAILING LISTS There are four useful mailing lists, you might want to use: 1) The NARNIA MAILING LIST (a general forum for policy & discussion) To JOIN, send mail to: narnia-request@sadira.gb.nrao.edu. To participate, send mail to: narnia@sadira.gb.nrao.edu 2) The NARNIA WIZARD LIST (to gripe bitch, compilment etc) To JOIN, send mail to: *heh, invitation only* To participate, send mail to: narnia-wiz@netcom.com 3) The TINYMUSH PROGRAMMERS LIST (discussions on 1.x & 2.x coding) To JOIN, send mail to: tinymush-programmers-request@cygnus.com To participate, send mail to: tinymush-programmers@cygnus.com 4) The MUSH 2.0 HACKERS MAILING LIST (patches & discussion) To JOIN, send mail to: mushhacks-request@caisr2.caisr.cwru.edu To participate, send mail to: mushhacks@caisr2.caisr.cwru.edu & maps Narnia News article: Maps There are six maps of Narnia availible in the online news. To view them type 'news map '. Maps currently availible are: Map Name: Description: North - The Wild Lands of the North and the Northern Ettinsmoor Ettinsmoor - Northern Narnia and the Southern Ettinsmoor Narnia - Central and Southern Narnia and Northern Archenland Archenland - Southern Archenland and the Desert of Calormen Calormen - Central and Southern Calormen Islands - The Lone Islands, east of Narnia Key - Key to the maps Maps by the valiant mouse, Reepicheep! & map calormen +----------------------------------------------------------------------+ | ^ ^^^^/\ ... ..... _,--/~~~~~~~~| | ^^^^/\^ ^ ... ..... Tashbaan _,'\ |~~~~~~~~~| | / \ ^^^ ... ... _*-' )^/~~~~~~~~~| | /\ /\ ^^^ CALORMEN _,--'/ ^\ ^ / |~~~~~~~~~~| | /\ * ^ ... .. _,-' ^^(^^ ^\^ |^|~~~~~~~~~~| | Tehishbaan /\ ^^^ ^ _ _ __/ ^^ ) ^ | ^ \~~~~~~~~~~| | ^^^ -'/ / \_/| ^ ' ^ ^ |~~~~~~~~~| | ^ /\ ^ `--' ^ /^^ |~~~~~~~~~| | ^ ^^ ^ / _ |~~~~~~~~~| | /\ ^^ ___/ Azim __,' \_ \~~~~~~~~| | /\ Mezreel^^^ _/--' Balda `---.__*/~~~~~~~~| | / \ Lagour ^*,-'/ ^ * Zalindreh \~~~~~~~~| | /\ /\ ^\-'^^ |~~~~~~~~| | / \ ^ ^^/\ /\Ilkeen \--, \~~~~~~~| | /\ /\ /\ ^^/\ * )-' */~~~~~~~| | / \ / /\ / \ ( o o o Village \~~~~~~~| | Pugrahan / \ o oo o oo oo o o `---,~~| | /\ \^^ /\ * oo ooo o o ooo ooo oo / ~~| | ^^ / \ Calavar o ooo * o o o o ,'~~~~| | ^^ oo o o o Teebeth ooo \~~~~~| +----------------------------------------------------------------------+ & map north +------------------------------------------------------------------------+ | A Map of the ^ /\ /\^ /\ ^/\ ^ ^ ^ ^^ /\/~~~~~~~~~~~| | Lands of Narnia / \ ^ /\_/\'\ /\/\ /\/\ /\/\/\ ^(~~~~~~~~~~~~| | ^ /\ / / \_/\/\ ^/ \ / ' ^` /\ \~~~~~~~~~~~| | N ^ ^ /\ ^ /\ ^ * Harfang /\ ^^ \~~~~~~~~~~| | .-|-. /\ / \ /\ / \ /\ ^ ^ ^|~~~~~~~~~| | | | | / \ ^^ / \ ^ * Ruined City ^/~~~~~~~~~| | ----+---- /\ /\ /\ ^ /\ ^ of the Giants/\^^/~~~~~~~~~~| | | | | ^^^/\ \ /\ ^/\ \ / \ /\ ^ /\ ^|~~~~~~~~~~~| | `-|-' /\ ^^_____ ^^^ ^ ^ /\ / \ ^ / \ /\ /\/\^\~~~~~~~~~~| | ^ /\ ^/\ ^^/\^ ^ /\`-.__ /\^ ^ ^^ /\ /\ /\^ / \ |_~~~~~~~~~| |^ ^^^ / \ ^^^^ ^^ /\^^ \____ /\ ,'/\^ ^ /\ /\ ^ /\ ^\~~~~~~~~| | ^ /\ /\ ^^ ^ /\^^ ___,--'^^ ^\^ ^/ ^/\^ ^ , ^ /\ ^^/~~~~~~~~| |/\ /\^ ^ ^ ^ \__\^ / \ ^ ^ \^ / \ (~~~~~~~~~| | /\/\ ^ ^ ^^ ^^^ / `-_ ^^ ^ /\ ^)^ ^|~~~~~~~~~| |^/ \ WILD LANDS ^^ )^ (`--))-._,--/_ ^^^ |~~~~~~~~~| | ^ /\ ^ of the NORTH --'^ ,-'Bridge/ _/ `-.__^^^\~~~~~~~~| |/\ ^^^ ^ ^^ ^ / _,- / `--|~~~~~~~~| | /\ /\^ ^^ ^^ | ,--' Ettinsmoor /~~~~~~~~| +------------------------------------------------------------------------+ & map ettinsmoor +------------------------------------------------------------------------+ |/\ ^^^ ^ ^^ ^ / _,- / `--|~~~THE~~| | /\ /\^ ^^ ^^ | ,--' / /~~SEVEN~| |Great ^^^^ ^^^ __)~ISLANDS| |Waterfall ^^^^^ ^^^ Ettinsmoor (_~~~~~__ _~| |_ o o o ^^^ ^ ^^^^^ `-,~~`'( \| |^|oo o ooo| ^^^ ^^ ^^^ /'~~,-,~)/| |^| Lantern \ * White Witch's Castle ^^ ^^/^^ ^ ,'~~~~|/~//~| | | Waste oo| ^^ ^^^^ ^^|^^Gorge /~~~~~_~__'~~| |o `------._/* Castle of Miraz ^ ^^\_____ |~Muil```'~~~| |^ o oo o o*\ ^^^^^^ ^^ R.Shribble_,--' " " `-,-'~~~~~~(`-*__| |^Beaversdam \, ^^^^ ^^^^ ^^^^^^_,-' " " " "/~~~~~Brenn`-'`'| |^o o ooo o | ^^^^^^^^^^ ^^^^_,_'" " Marshes" \~~~~~~~Redhaven| |^^ \ ^ ^^^ ^^^ " " " " " " ,'~~~~~~~~~~~~~~~| |WESTERN | _ ^^^^ " " " " " "o/~~~~~~~~~~~~~~~~~| | WILDS `--' \ " " " oo o oo )~~~~~~~GREAT~~~~~| |^^ ^ ^ ^^^ / NARNIA " o oo o o ,-'~~~~~~~~~EASTERN~~| |^^^ | oo o oo o /~~~~~~~~~~~~~~OCEAN~~| |^ ^ |___ oo oo oo oo o /~~~~~~~~~~~~~~~~~~~~~~| |^^^ __ __,-'^^ `-. o oo o o ,-'~~~~~~~~~~~~~~~~~~~~~~~| +------------------------------------------------------------------------+ & map narnia +------------------------------------------------------------------------+ |^^^ | oo o oo o /~~~~~~~~~~~GREAT~~~~~| |^ ^ |___ oo oo oo oo o /~~~~~~~~~~~~~EASTERN~~| |^^^ __ __,-'^^ `-. o oo o o ,-'~~~~~~~~~~~~~~~~OCEAN~~| | ^ ^ ,--' `--' ^^ ^ ^^ \Beruna_,--. o ooo |~~~~_~~~~~~~~~~~~~~~~~~~~~| |^ |^ ^^ ^^^ Aslan's *o \_*_,-' oo|o o _ o|~,-' \~Galma~~~~~~~~~~~~~~| |^^^,-' ^^ ^^^^ How ^o o__/ooo oo/o ,-'o\_|~`---'~~~~~~~~~~~~~~~~~~~~| | ^^(^^ ^ ^^^ o o ^o,-'oo o oo/oo/o o o/*~~~~~~~~~~~~~~~THE BIGHT~~| |^^ `-._^^ o o o ^^o|oo oo ooo `-'ooo oo|~Cair Paravel~~OF CALORMEN~| |^^^^ | o o ^^| ooo o oooo o__,--'~~~~~~~~~~~~~~~~~~~~~~~~~~~| | ^^^^ \ Dancing ^^^/oo o oooooo,--'~~~Glasswater~~~~~~~~~~~~~~~~~~~~| |^^ ^^^^o \ Lawn ^,-' ^ ooo `----'`--,~~~~~~~~~~~~~__~~~~~~~~~~~~| | ^^^^ o o|oo ^ ^ ^ ^^^^ o ^^o^^^o |~~~~~~~~~~~~/_ `-,~~~~~~~~~| |^ /\ ooo o o ^ ^^ ^^^ ^ ^^^ ^^ o ,-'~~~~~~~~~~~~~~~`-'~~~~~~~~~~| | /\ ^ ^ /\ /\ /\ ^^/\ ^ /\ o o |~~~~~~~~~~_~~~~~~~Terebinthia~~| |/ \ /\ ^ / \ ^ /\ oo ooo oo`---._,---'(~~~~~~~~~~~~~~~~~~~~| | ^ /\/\ ^ ^/\ ^ oooo ooo ^^ o ^/\^ o\~~~~~~~~~~~~~~~~~~~| | /| /\/ \ /\ ^^^ /\ ^^/\ ^^^/\ Pass o|~~~~~~~~~~~~~~~~~~| |/ \ Pass to ARCHENLAND ^^^^ Anvard * oo o/~~~~~~~~~~~~~~~~~~| |<--- Telmar ^^^^ /\^^ o ^ /\ `-._~~~~~~~~~~~~~~~| +------------------------------------------------------------------------+ & map archenland +------------------------------------------------------------------------+ | /\ /\ ^ /\/\ ^^^^ o^/\/ \/\ ^`--._~~~~~~~~~~| |/ \ \^ ^^ ^ ^^^/\/ ` \^ /\^ )o/ _,-----' `---------| | ^ /\ ^ ^ ^ ^/\ ___ ^ /\ | o /ooo,--'R. Winding . | | /\^^^ ^^^ ^^ ^^ `---./ o o|_,-'/^ Arrow .. _,--'| |/\ /\ ^/\^ ... `----' ^(^ ... /~~~~~| | / \ .... ^/^ ... _,-'~---->| |^ ^^^ ...... .. ^/^ Gorge... ,-'~~~Lone~~~| | /\'\ /\ ........ .. ^'^ |~~~~Islands~| |/ ` \ ^ ..... .... |~~~~~~~~~~~~| | /\ ^^^ .... .. _ |~~~~~~~~~~~~| | /\^/\ ..... .. ^ '|` Oasis `-,~~~~~~~~~| | ^^^ ^^ ^^ Desert ....... .. |~~~~~~~~~| | ^ ^^^^/\ ... _,--/~~~~~~~~~~| | ^^^^/\^ ^ ... Tashbaan _,'\ |~~~~~~~~~~~| | / \ ^^^ ... _*-' )^/~~~~~~~~~~~| | /\ ^^^ CALORMEN _,--'/ ^\ ^ / |~~~~~~~~~~~~| | ^ _,-' ^^(^^ ^\^ |^|~~~~~~~~~~~~| | /\ ^^^ ^ _ _ __/ ^^ ) ^ | ^ \~~~~~~~~~~~~| | ^^^ -'/ / \_/ ' ^ ^ |~~~~~~~~~~~| | /\ `--' \~~~~~~~~~~| +------------------------------------------------------------------------+ & MAP ISLANDS +-------------------------------------------------------------+ |~~~~~~~~~_~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| |~~~~~~__| \__~~~_~~~~~~~~~~_~~_____~~~~~~~~~~~~~~~~~~ N ~~~~~| |~~~~~~\__ `-' \~~~~_~~~| \| __/~~~~~~~~~~~~~~~~~ | ~~~~| |~~~~~~~~_| `--' `-' ___\~~~~~~~~~~~~~~~~~~ --*-- ~~~| |~~~~~~~|___ _ FELIMATH ___\~~~~~~~~~~~~~~~~~~~~~~ | ~~~~| |~~~~~~~~~~~\_/~`-_ _ */~~~~~~~~~~~~____,~~~~~~~~~~~~~~~~~~| |~~~~~~~~~~~~~~~~~~\/ `-' village ~~~~/ /_~~~~~~~~~~~~~~~~~| |~~~~~~~~~~~~~~~~~~~~~~_~~~~~~~~~~~~~| /~~~~~~~~~~~~~~~~~| |~~~~~~~~~~~~~~~_/\_,-' *---.~~__~~~/ AVRA \~~~~~~~~~~~~~~~~~| |~~~~~~~____,--' Narrowhaven\| \_~\_ ,-'~~~~~~~~~~~~~~~~~| |~~~~~~/_ _\~~\_*\_\~~~~~~~~~~~~~~~~~~| |~~~~~~~~\ |~~~~~ Bernstead ~~~~~~~~~~~~| |~~~__,--' /\ DOORN _ __\~~~~~~~~~~~~~~~~~~~~~~~~~~~| |~~~\___ _|~/ ___,-._\\_\~~~~~~~ THE LONE ISLANDS ~~~~| |~~~~~~~`--'~~~`--'`-'~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~| +-------------------------------------------------------------+ & MAP KEY MAP KEY Key to the various maps: ~~~ oo o " "" ~~~ = Sea o oo = Forest "" = Marshland .. . _ ... = Desert / `- = River or Coast * = Site ^^ /\ ^ ^ ^^ = Hills ^ /\ = Mountains -((- = Bridge & credits Narnia News article: Credits There are two types of money of Narnia; Code Credits, and IC Money. Code Credits are what you use to build, run machines with, etc., etc. Things are expensive to create on Narnia. This is to keep down the dBase bloat. Conserve your credits, but if you need more, please talk to a Wizard. Narnia has a RolePlaying Money system. See NEWS MONEY. & MUSH MANUAL Narnia News article: MUSH MANUAL Amberyl's Mush Manual is an excellent way to learn the various "in's and out's" of MUSH programming. It is well written, and perfect for both the the technically oriented and the non-technically oriented individual. It is availible at: ftp.math.okstate.edu caisr2.caisr.cwru.edu primerd.prime.com 139.78.10.6 129.22.24.22 129.122.131.95 See the news article on FTP to find out how to get it. Our very own Puddleglum has written a manual on TinyPlotting and role-playing. You may +mail him to get a copy. & NONSTANDARD Narnia News article: NONSTANDARDS On occassion, new things are added to the server by your local God. This is where to check for any minor changes. We try to adhere to the TinyMUSH standard as close as possible, here is where non standard features are shown. Most we hope will become standard. Nonstandard features: - New flag: PARENT_OK (all objects) allows others to @parent their their things to yours! - New function: SETR() ( SCRAMBLE() and SHUFFLE() still don't work. ) - New command: @wipe - MAX() MIN() ABS() now work with floating point values - Zones are implemented (see 'help zone') - PHOON(time()) returns the phase of the moon (see 'help phoon()') - Now remove(#434 #43 #11,#43) works USE THESE FEATURES AT YOUR OWN RISK! THEY MAY BE REMOVED AT ANY TIME! & REFERENCES Narnia News article: REFERENCES The best references to acquaint yourself with the world of Narnia are the The Chronicles of Narnia by C.S. Lewis. The Chronicles are seven short novels that depict the history of Narnia from beggining to end. They can usually be found in the young adult or speculative fiction sections of your favorite bookstore. Here are some more useful references for Narnia: The Land of Narnia, Brian Sibley, Harper & Row, ISBN 0-06-025625-7 Covers Narnia and the man who created it. Has some color prints, maps, and many insights into Narnia. The Dictionary of Imaginary Places, Manguel & Guadalupi, ISBN 0-15-626054-9 Contains works by some of the best dead authors, Tolkien, Baum, Lewis, and many more. Has the map of Narnia and numerous concise descriptions of the popular areas in Narnia. Has an excellent index! The Companion to Narnia, Paul Ford, Macmillan, ISBN 0-2-084940-0 A very complete reference work arranged in an encyclopedic format covering Narnia from A-Z. This book will cover such topics as sexism, magic, Aslan and more, giving quotes, insights and descriptions from the Chronicles. & WARNING Narnia News article: WARNING We all know the MUSH has been rather flakey recently. @decompile is always a good way to really protect your favorite work. It is strongly suggested that if you build, you attain a client (see 'news clients') and learn its logging abilty to enable you to @decompile objects to files on your own account. & TIMELINE Narnia News article: TIMELINE The current time in our Narnia is the time after Caspian's voyage to the end of the world. To be more specific, Caspian has married Ramandu's daughter and Rilian is a young man (aprx date 2340). Timelines for each book are available. Each 'book' timeline will contain the date in Narnian History when the event(s) occurred. The complete history is also stored, containing information not available in the books. to read them type: for information on: 'news timeline LWW' _The_Lion_the_Witch_and_the_Wardrobe 'news timeline PC' _Prince_Caspian_ 'news timeline VDT' _The_Voyage_of_the_Dawn_Treader_ 'news timeline SC' _The_Silver_Chair_ 'news timeline HHB' _The_Horse_and_his_Boy_ 'news timeline MN' _The_Magician's_Nephew_ 'news timeline LB' _The_Last_Battle_ 'news timeline ALL' The Whole She-Bang (includes extra info LONG) & TIMELINE LWW TIMELINE _The_Lion_the_Witch_and_the_Wardrobe 1000 The Pevensies arrive in Narnia. The 1940 The Pevensies, staying treachery of Edmund. The sacrifice of with Digory (now Pro- Aslan. The White Witch defeated and the fessor) Kirk, reach Long Winter ended. Peter becomes High King Narnia through the Magic Narnia. Wardrobe. 1014 King Peter carries out a successful raid on the Northern Giants. Queen Susan and King Edmund visit the court of Calormen. King Lune of Archenland discovers his long lost son. Prince Cor defeats a treacherous attack by Prince Rabadash of Calormen. 1015 The Pevensies hunt the White Stag and vanish out of Narnia. & TIMELINE HHB TIMELINE _The_Horse_and_his_Boy_ 1014 King Peter carries out a successful raid on the Northern Giants. Queen Susan and King Edmund visit the court of Calormen. King Lune of Archenland discovers his long lost son. Shasta meets Aravis and they travel to Anvard. Shasta discovers he is a prince of Archenland named Cor. Prince Cor defeats a treacherous attack by Prince Rabadash of Calormen. 1026 Prince Cor and Aravis marry and rule Archenland. & TIMELINE PC TIMELINE _Prince_Caspian_ 2290 Prince Caspian, son of Caspian IX, born. Caspian IX murdered by his brother Miraz who usurps the throne. 2303 Prince Caspian escapes from his uncle 1941 The Pevensies again Miraz. Civil War in Narnia. By the aid caught into Narnia by of Aslan and of the Pevensies, whom the blast of the magic Caspian Summons with Queen Susan's magic horn. horn, Miraz is defeated and killed. Caspian becomes King Caspian X of Narnia. & TIMELINE VDT TIMELINE _The_Voyage_of_the_Dawn_Treader_ 2306 Caspian X's great voyage to the end of 1942 Edmund, Lucy and Eustace the world. reach Narnia again and take part in Caspian's voyage. 2310 Caspian X marries Ramandu's daughter. 2325 Prince Rilian is born. & TIMELINE SC TIMELINE _The_Silver_Chair_ 2325 Prince Rilian is born. 2345 The Queen is killed by a serpent. Rilian disappears. 2356 Eustace and Jill appear in Narnia and 1942 Eustace and Jill, from rescue Prince Rilian. Death of Experiment House, are Caspian X carried away into Narnia. & TIMELINE MN TIMELINE _The_Magician's_Nephew_ 1888 Digory Kirk born. 1889 Polly Plummer born. 1 Creation of Narnia. The Beasts made able to talk. Digory plants the tree of Protection. The White Witch enters Narnia but flies into the far North. Frank I becomes King of Narnia. & TIMELINE LB TIMELINE _The_Last_Battle_ 2555 Rebellion of Shift the Ape. King Tirian 1949 Serious accident on rescued by Eustace and Jill. Narnia in British Railways. the hands of the Calormenes. The Last Battle. End of Narnia. End of the World. & TIMELINE ALL TIMELINE all (You asked for it....) Outline of Narnian History so far as it is known... by C. S. Lewis Narnian English date date 1888 Digory Kirk born. 1889 Polly Plummer born. 1 Creation of Narnia. The Beasts made able to talk. Digory plants the tree of Protection. The White Witch enters Narnia but flies into the far North. Frank I becomes King of Narnia. 180 Prince Col, younger son of King Frank V of Narnia, leads certain followers into Archenland (not then inhabited) and becomes the first king of that country. 204 Certain outlaws from Archenland fly 1927 Peter Pevensie born. across the Southern desert and set up 1928 Susan Pevensie born. the new Kingdom of Carlomen. 300 The empire of Calormen spreads mightily. 1930 Edmund Pevensie born. Calormenes colonise the land of Telmar to the west of Narnia. 302 The Carlormenes in Telmar behave very 1932 Lucy Pevensie born. wickedly and Aslan turns them into dumb 1933 Eustace Scrubb and beasts. The country lies in waste. King Jill Pole born. Gale of Narnia delivers the Lone Islands from a dragon and is made Emperor by their greatful inhabitants. 407 Olvin of Archenland kills the Giant Pire. 460 Pirates from our world take possession of Telmar. 570 About this time lived Moonwood the Hare. 898 The White Witch returns into Narnia out of the far North. 900 The Long Winter Begins. 1000 The Pevensies arrive in Narnia. The 1940 The Pevensies, staying treachery of Edmund. The sacrifice of with Digory (now Pro- Aslan. The White Witch defeated and the fessor) Kirk, reach Long Winter ended. Peter becomes High King Narnia through the Magic Narnia. Wardrobe. 1014 King Peter carries out a successful raid on the Northern Giants. Queen Susan and King Edmund visit the court of Calormen. King Lune of Archenland discovers his long lost son. Prince Cor defeats a treacherous attack by Prince Rabadash of Calormen. 1015 The Pevensies hunt the White Stag and vanish out of Narnia. 1050 Ram the Great succeeds King Cor as king of Archenland. 1502 About this time lives Queen SwanWhite of of Narnia. 1998 The Telmarines invade and conquer Narnia. Caspian I becomes King of Narnia. 2290 Prince Caspian, son of Caspian IX, born. Caspian IX murdered by his brother Miraz who usurps the throne. 2303 Prince Caspian escapes from his uncle 1941 The Pevensies again Miraz. Civil War in Narnia. By the aid caught into Narnia by of Aslan and of the Pevensies, whom the blast of the magic Caspian Summons with Queen Susan's magic horn. horn, Miraz is defeated and killed. Caspian becomes King Caspian X of Narnia. 2304 Caspian X defeats the Northern Giants. 2306 Caspian X's great voyage to the end of 1942 Edmund, Lucy and Eustace the world. reach Narnia again and take part in Caspian's voyage. 2310 Caspian X marries Ramandu's daughter. 2325 Prince Rilian is born. 2345 The Queen is killed by a serpent. Rilian disappears. 2356 Eustace and Jill appear in Narnia and 1942 Eustace and Jill, from rescue Prince Rilian. Death of Experiment House, are Caspian X carried away into Narnia. 2534 Outbreak of Outlaws in Lantern Waste. Towers built to guard that region. 2555 Rebellion of Shift the Ape. King Tirian 1949 Serious accident on rescued by Eustace and Jill. Narnia in British Railways. the hands of the Calormenes. The Last Battle. End of Narnia. End of the World. Taken without any permission of any kind from "A Closer Look... The Chronicles of Narnia" printed by Public Media Video. Who re-printed it with permission of Macmillan Publishing Co. from _Past_Watchful_Dragons_ by Walter Hooper. & Game Narnia News article: Narnia Theme As you probably noticed by now, this is a themed MUSH. :) This version of Narnia takes place during the reign of King Caspian X, just after his voyage to the end of the world as told in the book, _The_Dawn_ _Treader_. This means you can be a human, talking beast, or any creature of fantasy. Use some common sense, if you feel like socializing don't become a man- eating dragon. We hope to later expand Narnia to include past and future Narnian settings, as well as some locales from the other world. We'd love to hear your ideas for settings--talk to a wizard about it. & WEATHER Narnia News article: WEATHER NarniaMUSH has weather! It's been attempted many times before in many other places, but we think we have the most flexible system ever! There are visible objects that contain all the current weather statistics in attributes. If you want to build a public area (linked in to the Lamppost) we strongly hope you use this. For more about weather type 'new weather '. Topics include: ATTRIBUTES list of attributes on weather data object CODE how the code works EXAMPLE a simple example using weather USING steps in using weather ZONES list of data objects for each weather zone See also: news BUILDING & WEATHER ZONES Narnia news sub-article: WEATHER ZONES Not all places have the same weather. One would not expect to visit Calormen in August and see a cold wet day. For this reason, weather is divided up into zones, each with it's own properties. The data for each zone is: Object db#: Zone Location: #200 Archenland #202 Calormen #900 Ettinsmoor #404 Islands #7 Narnia Each of the above objects are visual and available for your inspection. If a particular zone is experiencing odd or downright strange weather please report it to a wizard. & WEATHER USING Narnia News sub-article: WEATHER USING Here are some steps you may want to follow in using weather: 1. learn get(), u(), switch(), and all the other functions 2. find the weather data object for you zone ('news weather zone') 3. contact The_Emperor about getting your object 'weatherized' 4. then code an attribute on your object called 't_weather' that references the attributes on the weather system See also: news WEATHER EXAMPLE, news WEATHER ATTRIBUTES & WEATHER EXAMPLE Narnia News sub-article: WEATHER EXAMPLE Remember you are to use an attribute called 't_weather' on your object that in some way references the Narniain weather data object (#7). For example: >examine foo2 foo2(#54) Type: THING Flags: Foo looks hot. Owner: The_Emperor Key: *UNLOCKED* Florin: 0 T_WEATHER:[u(foo_desc)] FOO_DESC:Foo looks [get(#7/temp)]. No exits. Home: A Meadow in the Forest(#43R) Location: The_Emperor(#1PWc) In this example, foo2 was previously entered in to the weather system and was updated on the last quarter hour. The update consisted of evaluating the attibute 't_weather' on foo2 and setting foo2's desc to that evaluation. For more detailed example examine object #43, A meadow in the woods. & WEATHER CODE Narnia News sub-article: WEATHER CODE The code for the weather system is by no means complex. Every fifteen minutes 'a large wooden clock' will trigger weather causing it to update itself and check for any changes. Weather itself has a list of rooms of which it will evaluate an attribute on the target object called 't_weather' and then exchange that for the target objects's current desc. Almost all the attributes are interrelated. For example, if it rains and the temperature is well over 40F it will most likely be just that--rain. If temperature was under 10F it would snow, but if the temperature is around 32F, either might happen. And of course the temperature itself is randomized, but dependent upon the time of year. If you wish to expand weather, build your own prototype and inform the The_Emperor. If he sees it and says it is 'good' then it will become a part of NarniaMUSH weather. & WEATHER ATTRIBUTES Narnia News sub-article: WEATHER ATTRIBUTES Currently NarniaMUSH weather contains the following attributes (on object #7): (Type 'news weather ' for more info.) Attribute: Description: DAYTIME the current time of day (ex: dawn, night) GROUND ground condition (ex: icy, snowy, wet) LAST_PRECIP time in seconds of the last preprecipitation LAST_PRECIP_TYPE type of the last preprecipitation (ex: snow, sleet) MOON phase of the moon (ex: new, full) PRECIP current type of preprecipitation (ex: none, rain) PRATE numeric rate of preprecipitation (0-4) SEASON name of the current season (ex: summer) SKY cloud cover in the sky (ex: clear, cloudy) TEMP description of temperature (ex: hot, cold) TEMPF current temperature (F) TIDE describes the current state of the tide WIND current wind conditions (ex: calm, hi_wind) WIND_DIR current wind direction WIND_SPEED current wind speed (mph) & WEATHER TIDE Narnia News sub-article: WEATHER TIDE This attribute stores the current status of the tides. It can have the value: low-tide mid-tide high-tide The tides here in Narnia are on a nine hour cycle (hey the world is flat anyway, it doesn't matter...). & WEATHER WIND Narnia News sub-article: WEATHER WIND Stores the current description of the strength of the winds. values: meaning: hi_wind 30 - 50 mph windy 20 - 30 mph gusty 10 - 20 mph breezy 5 - 10 mph calm < 5 mph & WEATHER TEMP Narnia News sub-article: WEATHER TEMP A description of the current temperature. values: meaning: hot (>76 F) warm (66 - 75 F) crisp (56 - 65 F) cool (46 - 55 F) chilly (36 - 45 F) cold (26 - 35 F) freezing (< 11 F) & WEATHER SKY Narnia News sub-article: WEATHER SKY A description of the sky condition with respect to clouds. values: overcast cloudy some_clouds clear & WEATHER SEASON Narnia News sub-article: WEATHER SEASON The name of the current season. Quite simple when you pause to think about it. values: summer fall winter spring & WEATHER PRATE Narnia News sub-article: WEATHER PRATE This attribute contains the rate (or force) at which the preprecipitation is falling down. value: meaning: 0 none 1 flurries/mist 2 light 3 moderate 4 storm & WEATHER PRECIP Narnia News sub-article: WEATHER PRECIP Stores the current type of preprecipitation falling. Possible values are: none rain hail sleet snow fr_rain & WEATHER MOON Narnia News sub-article: WEATHER MOON Stores the current phase of the moon. In Narnia the moon has its own period which is exactly 28 days. The possible values are: new waning new waxing crescent waning crescent waxing quarter waning quarter waxing gibbous waning gibbous waxing full waning full waxing & WEATHER LAST_PRECIP_TYPE Narnia News sub-article: WEATHER LAST_PRECIP_TYPE Stores the last form of preprecipitation to fall. What is it good for? I dunno... you tell me. & WEATHER LAST_PRECIP Narnia News sub-article: WEATHER LAST_PRECIP This is simply the the time in seconds of the last preprecipitation. Useful for knowing if the ground has dried after a rain. & WEATHER GROUND Narnia News sub-article: WEATHER GROUND This is a description of what the ground might look like. Possible values are: values: meaning: icy the rain must have froze wet it's rained recently snowy it's snowed recently dry hasn't rained much recently & WEATHER DAYTIME Narnia News sub-article:WEATHER DAYTIME This is a descriptive time of day. The possible values are: values: meaning: time: dawn sunrise (if not cloudy) 6-7 sunrise dawn (if it is cloudy) 6-7 morning 8-11 afternoon 12-18 dusk sunset (if not cloudy) 19-20 sunset dusk (if it is cloudy) 19-20 night 21-5 & VERSION Narnia News article: VERSION The current version of the code is listed by typing 'version'. The changes in each patchlevel are listed in 'news ' Currently available are levels: 2.0.1 2.0.5 2.0.8p3 2.0.9 2.0.2a 2.0.6 2.0.8p4 2.0.9p1 2.0.2b 2.0.7 2.0.8p5 2.0.2c 2.0.8 2.0.8p6 2.0.3 2.0.8p1 2.0.8p7 2.0.4 2.0.8p2 2.0.8p8 & 2.0.1 TinyMUSH 2.0 patchlevel 1: - Replaced the dynahash database layer with Marcus Ranum's untermud database layer. This fixes the 'attribute-eating' bug (aka the 'nothing' bug.) - New switches to commands: @clone: /inherit /preserve. - New commands: SESSION @last. - New functions: AFTER BEFORE ROOM REVERSE REVWORDS. - Last successful connect displayed when you log in. - Notice of any failed connects when you log in. - Players with the BUILDER flag set are no longer sent home when their container teleports. - Corrected a problem with wizards @destroying exits in another room. - @dolist now runs the commands in the intuitive order. - examine and @edit now support wildcard attribute names. - @lock/unlock / only affects the locked flag of the attribute. - @set / = [!]no_command now sets/clears the no_command flag on an attribute. - You may overwrite/clear unlocked attributes owned by others on your objects. - Locked attributes may not be changed at all. - TinyMUD database files up to version 1.5.5 may be read in. & 2.0.2a TinyMUSH 2.0 patchlevel 2a: - Players and things may now have exits from them. - @clone can now clone rooms and things. - @decompile can decompile any object type. - New locks (set by switches to @lock and @unlock commands): drop enter give leave page receive tport use - Owned-by lock qualifier (matches anything owned by the owner of the object) - Enter/leave aliases. - You can get and drop exits. - If the home or dropto of an object/room is destroyed, the home or dropto is reset before the object is re-allocated. - New functions: MAX MIN - New switches to commands: @open: /inventory /location @clone: /inventory /location - New attributes: @away @idle @reject: Page-return messages. @ealias @lalias: Enter aliases and leave aliases. @alias: An alternate name for a player (for paging, *-lookup, etc) @efail/@oefail/@aefail: for when you fail to ENTER somewhere. @lfail/@olfail/@alfail: for when you fail to LEAVE somewhere. @tport/@otport/@oxtport/@atport: for when you @teleport. Lastsite: the host from which you last logged in. - You no longer get 'has left' and 'has arrived' when you drop or pick up hearing objects. Others in the room (or in your inventory) still see them. - You now always get the 'You get your xx penny deposit...' message when one of your objects is destroyed - even if it was automatically destroyed (say because it was an exit that was in a destroyed room). - All objects that enter or look around in a location trigger the adesc and (if a room) asucc attributes. - Whispering to faraway players (ala @pemitting to faraway players) is no longer allowed for nonnwizards. - The HAVEN flag no longer blocks pages. Use the new page lock for that. - Fixed a couple of memory leaks. - @decompile now takes a 'target name' and produces code to set attributes on the named target (if specified). & 2.0.2b TinyMUSH 2.0 patchlevel 2b: - New functions: SEARCH STATS. - New flags: SAFE MONITOR. - New switches to commands: @destroy: /override - If you put a space after the colon in a colon-pose command (ie ': test'), then the space between your name and the message will be omitted. This makes ': test' equivalent to ';test'. - Fixed a money leak in the @halt command. & 2.0.2c TinyMUSH 2.0 patchlevel 2c: - New functions: GET_EVAL ITER. - Multiple @listens: Attributes of the form ^: are checked when the object hears something if the MONITOR flag is set. If the pattern matches, the commands are executed. & 2.0.3 TinyMUSH 2.0 patchlevel 3: - New functions: EDIT LOCATE SPACE SWITCH U. - New command: @verb. - New flag: AUDIBLE. - New switches for commands: @boot: /port /quiet @sweep: /exits @toad: /no_chown - New option for @list: db_stats. - New attributes: @filter @infilter @inprefix @prefix. - New locks: linklock teloutlock. - Non-hearing objects no longer trigger adesc/asucc when they enter or look around in a location. (Non-hearing objects looking is pointless). - SESSION now displays user port number (really the internal file_id number) - When invoked by wizards, WHO displays the player flags DARK, UNFINDABLE, and SUSPECT, and the site flags REGISTRATION, FORBIDDEN, and SUSPECT. - When invoked by wizards, DOING displays the player flags DARK, UNFINDABLE, and SUSPECT. - PernMUSH databases up to version 1.18.03 and TinyMUSE databases up to database version 7 may now be read. - If a robot is @chowned as part of chowning all of a user's objects (via @destroy, @toad, or @chownall), the robot then owns itself and is not owned by the target player. & 2.0.4 TinyMUSH 2.0 patchlevel 4: - Dark wizards no longer generate '...has connected.' and '...has disconnected.' to those in the same room as them when they connect and disconnect. Messages to their inventory are unaffected. - Dark wizards no longer trigger OSUCC/ODROP/ASUCC/ADROP when traversing exits. - If you connect to an already-connected character, others in the same room (and in your inventory) see the message '...has reconnected.'. - If you QUIT from one session of a multiply-connected character, others in the room see '...has partially disconnected.'. - @clone now lets you specify a different name for the new object (@clone =) - New switches for commands: @clone: /cost - New option for @list: process - Bug fixes: o Players may no longer name themselves to illegal names. o Infinite recursion with u() is no longer possible. o The inherit bit on players now works correctly. o Getting an unknown attribute (via get(obj/attr)) returns an empty string instead of "#-1 UNKNOWN ATTRIBUTE" o @search now correctly handles object-type-specific flags. - The value of %# (and %n, etc) is now the object producing the message, rather than the object that ran the command that produced the message. (Best example: A does '@tel B=#C', %# was A but is now B) & 2.0.5 TinyMUSH 2.0 patchlevel 5: - New commands: @parent @@. - New functions: PARENT SIGN. - New config directives: full_file full_motd_message function_invocation_limit function_recursion_limit idle_wiz_dark lock_recursion_limit max_players notify_recursion_limit status_file - New switches for commands: @clone: /parent @motd: /full drop enter get leave move: /quiet examine: /parent - New attributes: @forwardlist - New option for the @list command: bad_names - New option for the @list_file command: full - @pcreate now only requires wizard privs to run. - @shutdown now takes an argument, which is written to the file named by the status_file config directive. - IMMORTAL players and objects no longer consume money. - There is now a runtime-configurable maximum number of users. - DESTROY_OK things now show off their db-number and flags. - examine/brief now always reports just the owner (or owner+name if so configured) - Teleporting through exits no longer generates the '...attempts to push you from the room.' messages. - There are now function recursion and invocation limits enforced on each command (to stop runaway recursion) - Setting something audible now generates the '...grows ears...' message. - The HALTED flag no longer gets cleared on each startup. - Dark wizards no longer trigger OFAIL/AFAIL on exits. - @drain now refunds money for canceled commands. - Message forwarding filters are now evaluated before performing the compare. - The argument to @doing is no longer evaluated. - Parent objects: provide defaults for attributes, exits, and $-commands. - Wizards idle for longer than the default timeout are automatically set DARK. This is undone when they type a command. - Formatting for '@list costs' and '@list options' improved. - Disallowed playernames may now include wildcard characters. & 2.0.5 TinyMUSH 2.0 patchlevel 5: - New commands: @parent @@. - New functions: PARENT SIGN. - New config directives: full_file full_motd_message lock_recursion_limit function_invocation_limit function_recursion_limit idle_wiz_dark max_players notify_recursion_limit status_file - New switches for commands: @clone: /parent @motd: /full drop enter get leave move: /quiet examine: /parent - New attributes: @forwardlist - New option for the @list command: bad_names - New option for the @list_file command: full - @pcreate now only requires wizard privs to run. - @shutdown now takes an argument, which is written to the file named by the status_file config directive. - IMMORTAL players and objects no longer consume money. - There is now a runtime-configurable maximum number of users. - DESTROY_OK things now show off their db-number and flags. & 2.0.7 TinyMUSH 2.0 patchlevel 6: - The u() function can now look up attributes on other objects. - The CONNECTED flag of dark wizards is no longer visible to nonwizards. - Bug fixes: You must now pass the default lock of an object in order to take it from someone else, not the give lock. Wizards no longer accumulate money. examine/parent now works. Players may now clear their alias. Aleave/Oleave are now handled properly again. The parent field of each object is now properly initialized if the source database does not have parent information. You can no longer inadvertently create a character with a null name. @search keywords 'eplayer', 'eroom', 'eobject', and 'eexit' now match the help file. - Robots may only be created by players and INHERIT objects. - %p/%o/%s now return 'its' or 'it' as appropriate for neuter objects. - @clone now copies the parent of the original object unless you specify /parent & 2.0.7 TinyMUSH 2.0 patchlevel 7: - New functions: CONN IDLE STRMATCH SETDIFF SETINTER SETUNION SORT. - New attribute flag: VISUAL. - New flags: MYOPIC TERSE ZONE. - New locks: ControlLock UserLock. - New attributes: Adfail Agfail Arfail Atfail Dfail Gfail Odfail Ogfail Orfail Otfail Rfail Tfail. - New config parameters: cache_steal_dirty cache_trim fascist_teleport function_access good_name look_obeys_terse parentable_control_lock terse_shows_contents terse_shows_exits terse_shows_move_messages unowned_safe - New switches for commands: look: /outside - Function aliases added: CONNSECS -> CONN, FLIP -> REVERSE, IDLESECS -> IDLE, SEARCH -> LSEARCH, WHO -> LWHO. - The match() function no longer matches the entire string (undocumented feature). Use strmatch() for this functionality instead. - The name() function can now return the name of nearby dark exits. - @entrances now reports @Forwardlist references. - Destroyed locations are now automatically removed from @Forwardlist lists. - The victim of a teleport is no longer sent the message 'Teleported.' - You can no longer give yourself away. - New percent-substitution/v() argument: L (dbref location of invoker) - Functions add(), mul(), and(), or(), and xor() now take up to 30 args. - Commands on the wait queue or timed-semaphore queues should no longer lose time. - Config file 'compat.conf' defines aliases and parameters like MUSH 1.x Useful for including in your site-specific .conf file. - Objects inside a location with a @listen attribute no longer receive doubled output when there is noise generated inside the location. - Names may be removed from the disallowed player name list while the mush is running. - Access to functions may be restricted in a manner similar to that used to restrict access to commands. - 'Special' objects in the database (such as the master room, default arrival and home locations) may not be @destroyed. - @switch and switch() no longer evaluate arguments that need not be evaluated. - The second argument to iter() need no longer be escaped to prevent it from being evaluated too soon. - @shutdown notifies connected players who shut the game down. - Added server support for Howard's Info-Serv remote page/who service. NOTE: The ZONE flag and the USER and CONTROL locks don't do anything at the moment. & 2.0.8 TinyMUSH 2.0 patchlevel 8: - Signal handling: SIGHUP performs a database dump, SIGQUIT, SIGTERM, and SIGXCPU perform a graceful shutdown, SIGINT is logged but ignored. SIGILL, SIGTRAP, SIGEMT, SIGFPE, SIGBUS, SIGSEGV, SIGSYS, and SIGXFSZ may be optionally caught, resulting in a log entry and a panic dump. If you catch these signals you may not get usable coredumps. - New config directive: signal_action - New functions: MERGE SPLICE REPEAT - exam/parent now works with wildcarded attributes or no attribute specification. - Many bug fixes. & 2.0.8p1 TinyMUSH 2.0.8 patchlevel 1 (10/12/92) - @sweep no longer shows nothing when given no arguments. - @dolist now works as it used to in 2.0.p8 (attempted bugfix removed). & 2.0.8p2 TinyMUSH 2.0.8 patchlevel 2 (10/21/92) - Fixed @dolist to do the 'right' thing with curly braces: curly braces are only removed if they completely surround an argument (ie: '@dolist foo={bar}', but not '@dolist foo={b;a}r'. Fixed @apply_marked and @wait in the same manner. Note that the command to be run may remove braces also. - Changed curly brace handling for @edit, @switch, and @verb so that only curly braces that completely surround arguments are removed (ie: 'xxx, {arg}, yyy' but not 'xxx, {a,r}g, yyy'. - div() is now strictly integer division again. - Cleaned up signal handling somewhat, particularly the 'panicking' code. - Corrected code for determining whether or not a PennMUSH database uses the builtin chat system. - ^-listens no longer check output from the object itself. - Removed all references to XENIX code. - The internal RWHO now uses a much bigger buffer for reading. - Changed RWHO defaults so they point to an operating mudwho server. - @listmotd for wizards now shows the motd and wizmotd files. - Never auto@destroy sacrificed players. [ Note: This new functionality is considered experimental and is not documented in the help file. Please test it out and report bugs, omissions, and inconsistencies to mushbugs@caisr2.caisr.cwru.edu ] - Absolute possesive substitution (%a, [v(a)]), returns its/hers/his/theirs. - Partial support for plural gender: %s/%p/%o/%a return they/their/them/theirs when the Sex attribute starts with a p. _NO_ other changes have been made (as in ... has/have arrived/connected/etc) so as to not break @listen/@ahear matching. - New functions: APOSS() - Absolute possesive, just like SUBJ/OBJ/POSS. - Changes to functions: OWNER() - / syntax retrieves the owner of an attribute. LOCK() - / syntax retrieves the named lock from . ELOCK() - / syntax tests the named lock on . If is not the default lock you must control or it must be set VISIBLE. LATTR() - / returns attrs whose name matches - Evaluation locks: @lock = / The contents of the attribute on are evaluated substituting %#/%N/etc for the player or thing that is attempting to pass the lock. If the result of evaluating is equal to (no wildcarding done, case does not matter), then the player passes the lock. & 2.0.8p3 TinyMUSH 2.0.8 patchlevel 3 (10/23/92) - Connect and disconnect messages are no longer broadcast to nearby audible rooms that are not linked via audible exits. - Poses inside an audible object now deliver the PREFIX message to those outside the object. - Non-$command attributes now block out $command attributes on parent objects. - The output of the " command is now '... says ""' again. Oop. & 2.0.8p4 TinyMUSH 2.0.8 patchlevel 4 (10/27/92) - The USE lock now prevents $-command and ^-pattern matching from proceeding further up the parent tree. - The server no longer dies if the very first match attempt is an indirect lock check. - Players may delete their aliases. - Players are notified when they log in if their page lock is set. - Wizards are notified when they log in if logins are disabled. - Removed the getrusage() call from vattr_find() and vattr_nfind(). - Converted Flags/Owner/etc to macros. - Hash tables now use bitmask-and to get the hash value instead of modulus. - vattr_hash and vattr_nhash are now macros, not one-line procedures. & 2.0.8p5 TinyMUSH 2.0.8 patchlevel 5 (10/29/92) - Object names are now cached by the server instead of in the attribute cache. - Lock evaluation for previously stored locks no longer does a full object match when looking up objects. - No further match attempts are made when an exact match is made for a #number, 'me', or 'here'. - Text read over the network interface is processed faster. - New configuration options: cache_depth cache_width - New lock primitives: = (is) and + (carries) modifiers to attribute locks. - Fixed a problem with indirected evaluation locks. - 'Notified.' and 'Drained.' feelgood messages for @notify and @drain. & 2.0.8p6 TinyMUSH 2.0.8 patchlevel 6 (11/24/92) - Cleaned up declarations in many places. - Added switches for commands: @motd/brief @listmotd/brief - Removed commands: @cat @note gripe - Added config option: cache_names - Added functions: ceil() - Added search class to @search/search()/@mark: parent= things= (alias of 'objects=') ething= (alias of 'eobject=') type=things (alias of 'type=objects') - Removed config options: gdbm_cache_size - Functions lt() lte() eq() gte() gt() ne() now accept floating point args. - Config options cache_width and cache_depth now affect the cache size but only when used in the config file. - QUIET no longer checks the object's owner, only the object and the enactor. - Players who do not own themselves may no longer set the INHERIT flag. - convtime() is now more robust. - trunc() now returns the correct value. - Wizards may now locate() from #1's perspective. - The HALT flag no longer prevents objects from picking up $-commands and ^-listens from a (HALTed) parent. - Audible/forwardlist prefix generation has been tweaked (again!) - Targeted message commands (whisper, @pemit, et al) no longer look for exits before nearby objects. - Players may now build things that cost no quota when they are over quota. - @doing now evaluates its argument when run from an actionlist. - @sweep now tells you if your location is a PUPPET room. - Several @quota fixes: @quota/fix now works @chownall now correctly adjusts quotas @link now correctly adjusts quotas when you steal an unlinked exit. - You may now @link a linked exit that you control. & 2.0.8p7 TinyMUSH 2.0.8 patchlevel 7 (12/02/92) - You may now make a dropto to HOME. - setunion now correctly handles setunion(3,4 4 4 4). - @startup works once more. - Help entry for @password corrected. - Object cacheing routines now compile again. - @search t= now works again. - The ^ and $ (prefix and suffix) special characters for @edit and edit() may be escaped to replace a literal ^ or $. & 2.0.8p8 TinyMUSH 2.0.8 patchlevel 8 (12/09/92) - Fixed several memory leaks. (Thanks Amberyl) - Fixed the 'disappearing name on #0' bug. - Removed the @whereis command. - Added support for Linux (thanks to bob@inmos.co.uk). & 2.0.9 TinyMUSH 2.0.9 (12/21/92) - Fixed a problem with indirect eval locks. - Removed command: rob - Changed the default uncompress program to "/usr/ucb/zcat -c" - Fixed a problem with reading compressed structure databases. - New flag: JUMP_OK for things. - The 'loses its ears and becomes deaf' is now gender-specific. - New functions: fullname(): like name() but returns the complete name of exits. index(): like extract() but lets you specify a separator character. where(): like loc() but returns the source for exits and #-1 for rooms. - Changed functions: repeat(): returns a zero length string instead of an error message if its argument is zero, negative, or non-numeric. space(): returns a null string if its argument is '0'. - Non-dark wizards are no longer treated like dark wizards when in a dark location. - Connect and disconnect messages no longer report an (invalid) enactor to those nearby with their NOSPOOF flag set. - A carriage return (\r) is sent following every cached file (login banner, motd file, etc) - Player names may now have spaces. Enclose the name in double quotes where the name is expected to be folloed by the player's password. (connect/create commands from the login screen, @name command when renaming a player). & OCEAN ====================================================================== Narnia News article: The Ocean Narnia has a detailed ocean and sailing system, available for use by all. The main port on the Eastern Ocean is Cair Paravel. From there, ships sail out to the distant ports and islands. As of 16 Feb 1993, the following islands and ports had been completed and linked to the ocean: Cair Paravel (Narnia) Arrowport (Archenland) Terebinthia Dark Island Island of the Dufflepuds Narrowhaven (Lone Islands) The following islands and ports are under construction: Dragon Island Last Sea Seven Islands Galma Tashbaan Ramandu's Island Deathwater Island The following islands have yet to be started: Burnt Island For information about constructing ships and islands, check out "Shipbuilding 101" and "Island Building 201" off the WBW (#40). ====================================================================== & harassment ----------------------------------------------------------------------------- Narnia News Article: Harassment This is not just a Real Life problem. As players are RL people in a VR world, they bring in all the crap too. As a result, we have had some instances of harrasment on Narnia. This is the Policy, so take heed! IC vs OOC - As Role-Playing on Narnia is strongly encourage, it is to be expected that players will act differently when In Character. Out Of Character harassment of players as a result of IC conflicts is Strongly Discouraged! Narnia MUSH has a Grievence Policy to deal with problems. Talk to a WIZ! Sexual H - As in Real Life, Sexual Harassment will not be tolerated! It is not our place to pass judgement or opinion on Tiny Romances or Sex, however, if a players say No, It's NO. Also, players who connect just to act perverted, crass or use foul language will be severly dealth with. C. S. Lewis' vision of Narnia purposely denounced such behavior. & 2.0.9p1 TinyMUSH 2.0.9 patchlevel 1 (02/23/93) - The build procedure now uses autoconf to determine system-dependent features. - New switches for commands: @dolist: /delimit /space. @femit: /here /room. - New arguments for commands: @entrances: location to search. @sweep: location to sweep. - New configuration directives: player_name_spaces. - New functions: CONTROLS FILTER MAP FOLD LJUST PARSE R RJUST SETQ - cat(): now takes up to 30 arguments. - round(): no longer returns -0 for small (> -1) negative numbers. - @clone: /parent is now ignored if you don't control the object. - @clone: the IMMORTAL flag is now stripped unless /inherit is given. - @clone: eval locks are now copied correctly. - @decompile: dumps a @parent command if the object has a parent. - @link: now accepts more forms of the object being linked to. - @lock: now accepts more forms when specifying a direct lock. - @lock: is now disabled when the global building flag is turned off. - @name: no longer requires a password to change a player's name. - @name: player names are now checked more rigorously for illegal characters. - @set: Any INHERIT object may now grant INHERIT flags. - @set: Players that do not own themselves may no longer grant INHERIT flags. - @shutdown: The shutdown status file is no longer created with mode 0. - @wait: Timed semaphore waits where the semaphore is negative now execute immediately. - @wait: Semaphore waits where the semaphore is negative no longer increment the semaphore count by 1. - look: You can now look at exits inherited from your location's parents or the master room. - There are now 10 global registers, set with setq() and read with r(). - Objects may no longer execute commands inappropriate for their object type. - The \\, #, :/;, &, and " commands may now have their access set via the access config directive. - Unlocked exits are now always selected over locked exits when trying to traverse an exit. - Players are now reimbursed for commands in the queue at the last database dump (according to their QUEUE attribute). - References to object numbers may no longer have trailing non-numeric characters. (#123abc is no longer considered a legal dbref) - Fixed two memory allocation bugs in name cache setup. - Eval locks are now read correctly from flat files. - Trailing spaces are now stripped from evaluated strings if space compression is turned on. - Messages generated inside a non-AUDIBLE object are no longer forwarded to AUDIBLE exits in the same location as the object. - Text file messages now send CRLF as the end-of-line marked. & rp -------------------------------------------------------------------------- Narnia News Subdirectory: Role Playing & In Character News - TinyPlots Puddleglum is our current TinyPlot Coordinator. +mail him with your ideas for quests; he's always glad to hear them, and can tell you if they'll conflict with quests in the works. If your proposed TP involves political figures, make sure you contact them as well. Old TPs may be found in NEWS OLD RP. Type NEWS RP to read: Voyage How Caspian did resolve to free Narnian captives. Festival How Fizzia and Mrs. Cotterly met a watery grave. Mines How a small but cunning band did rescue Narnian slaves. Treaty How King Caspian did negotiate peace with Calormen. Reepicheep How the noble mouse escaped capture in Calormen. Bean-Off How Fizzia and Mrs. Cotterly did return from piracy. Hieronymous How an evil man corrupted good Narnians TP Manual How you, too, can come up with your own TinyPlots. ---------------------------------------------------------------------------- & old rp -------------------------------------------------------------------------- Narnia News: Old TPs For your delictation, you may read about: rp escape/rp midoor/rp ayden/rp winston/rp mingleberries & rp escape ----------------------------------------------------------------------------- Hear Ye, Hear Ye! The King Caspian has escaped from the White Witch's dungeon! His Majesty's freedom was as a result of the efforts of Peridan. The Narnian Lord has undertaken a perilous mission that took him into the confines of the Witch Jadis. The King new something was afoot, and Peridan's duty was to learn of her evil schemes by means of a ruse. He was to be announced a traitor to Narnia, and in his madness, join her to seek revenge upon the realm. To convince Jadis, Peridan had to renounce all that he beleived and was most cruel to his Narnian friends. However, the Witch trusts no one but herself, and the Knight found himself knowing no more what the Witch was up to then before. Then Jadis' plan came to be, and Caspian found himself imprisoned in her dungeon. For many a day he was in that foul pit, being pestered by the creature Muk through the cell window. It was that sickly fiend that was Jadis' undoing. Muk, in his desire to tourture Caspian, stole the key to the cell. It was then that Peridan siezed his chance, and he and the King escaped. ---------------------------------------------------------------------- & rp midoor Deep in the sultry deserts of Tehishbaan, a young woman and her kinfolk would venture through passages forgotten to rescue the sick and dying from the dread salt mines of Pugrahan. Midoor's father had been conscripted and killed in the salt mines when she was a young girl; she had sworn revenge against the oppressive Calormen regime. Midoor ventured to Narnia and contacted Caspian and Helen, telling them that the Tehishbaanis were sheltering refugees from the mines. Caspian assured Midoor safe passage through Narnia, while Helen agreed to provide medical assistance. Caspian did not fully trust Midoor, however, and he sent Peridan, in the guise of Calormene trader Falafil, to discover what he could of her. When Peridan's mission turned out unsuccessfully, Caspian sailed southwards on the _Dawn Treader_ and ventured alone, on foot, to Tehishbaan, where he presented himself to Midoor disguised as Schlomo the slave. Together they led the small band of rescuees across the great desert, first delivering a few refugees to Anvard before heading north once more. Only when they reached the Narnian border did Caspian reveal himself as the Narnian king with whom she had, perhaps, fallen a bit in love. To be continued in NEWS RP Ayden. & rp ayden While Caspian was searching for Midoor in Calormen, he left newly-appointed Knight Ayden in his stead. Ayden, a brash but over-hasty young man, misheard a conversation between Caspian and Helen and decided that sweet badger Fizzia had betrayed Narnia to the Calormenes. Dragging the protesting Fizzia by the tail, he imprisoned the badger in Cair Paravel's prison and returned her home only after Fizzia's hunger strike convinced Reepicheep that something was amiss. When Midoor and Caspian (still disguised as Schlomo the slave) arrived in Narnia, Ayden arrested the pair and publicly tried them for treason. When ungagged and unbound, Caspian revealed himself, to Ayden's evident horror, as the Narnian King. In a public audience, Caspian forgave Ayden, ordering him to release Fizzia from house arrest and to serve her for a week. Caspian honored Midoor, and encouraged all Narnians to display their gratitude to her. Fizzia, delighted to have a servant for a week, promptly began using Ayden as a dressmaker's dummy, as she was busily sewing lingerie for Aravis Tarkheena. & rp winston NEWS ARTICLE: The Knighting of Winston Good Winston, the cheerful hedgehog, many times over proved his love for Narnia and its citizens. His intervention in the affair of Raamin--offering to let that evil priestess take him as a hostage instead of good Queen Helen, and his subsequent brave escape from the priestess' hands--proved him to be a brave and valiant son of Narnia. His further feistiness against the evil sorceress Enojara, as well as other acts of bravery recommended him further as a protector of Narnia. At the King's Costume Ball, Winston the Hedgehog was appointed to the Noble Order of the Table. The new knight swore to discharge the duties of a Knight of Narnia and accepted humbly. & rp mingleberries NEWS ARTICLE: The Dread Mingleberry Bushes Though the dread Mingleberry bushes, scourge of Narnia, had been banished centuries before, young squirrel Thizzletwit managed to stumble upon an isolated survivor of the pesky species. Finding the berries tasty, he cultivated mingleberry seeds. A small hole in his bag leaked some of the seeds, however, and within days mingleberry bushes were springing up all over the land. Though at first the bushes were harmless enough, they soon began to jingle annoyingly and squirt a viscous, poisonous fluid. Those who ate the fruit of the ripening berries became ill. Convinced that Narnia must once more be purged of the bush, Echo, Glyn, and Nightwind managed to find an ancient tome in the Cair Paravel library that spoke of a method of removing the trees. & rp axe NEWS ARTICLE: The Axe of Mingleberry Destruction While others slaved to find a cure for the Mingleberry infestattion, Brave Gregory Thistle stumbled upon a magical axe hidden deep in a cave. The axe, enchanted centuries before, proved effective in removing the bushes, and Narnia was free of the virulent weed once more. Thizzletwit the Squirrel was thoroughly reprimanded by King Caspian, and the squirrel charged to report any future Mingleberry bushes found within the limits of Narnia. & rp voyage NEWS ARTICLE: The Slaves of Pugrahan Midoor, the peasant woman of Calormen who worked tirelessly to release the slaves of the Pugrahan salt mines, formally petitioned King Caspian for Narnian intervention. The Tisroc's guards were still kidnapping a disproportionate number of Narnian men and women and Talking Animals for dispensable labor in the mines. King Caspian decided to take action. When Sir Ayden, accompanied by Sir Gald of Archenland, went on a reconnaissance mission to the mines and discovered that indeed all of Midoor's allegations were true, he sent a group to rescue the slaves. The group, led by Midoor, consisted of Sir Ayden, Sir Gald, the noble mouse Valeria, the badger Drayton, and Sir Reginald of Terebinthia. The plucky band left for Calormen in the dead of night. King Caspian, to camouflage their activities, sailed for Calormen with an entourage of his own, ostensibly to negotiate a peace treaty with that hot and violent country. & rp festival NEWS ARTICLE: The Marsh-wiggle Mudfish Festival The annual Marsh-wiggle Mudfish Festival has been known through the centuries almost as much for its fine food as for the unusual disasters that seem to plague it. Many of the people attending this year's festival seemed to look forward to a repeat of the giant eel escape of last year. Heavy rains nearly cancelled the festival, but the Wiggles erected a sturdy and large mud levee to keep the swollen creeks from flooding the beaches. The atmosphere was most festive until Edna Cotterly, self-appointed Chair of the Narnian League for Decency, marched in and accused Fizzia of stealing Vinnie Riel's affections. The badger Vinnie, who had been wooing Edna until a curious transformation shortly before, was baffled. & rp disaster NEWS ARTICLE: Disaster Strikes the Mudfish Festival At the height of the argument the mud levee broke, flooding the beaches. While most of those attending managed to run to higher ground, the brawling Fizzia and Edna had to climb aboard a floating picnic table. They were swept out to sea. The valiant efforts of Nightwind, who attempted to fly out to rescue the hapless pair, were rebuffed by gale-strength winds. Fizzia and Edna have not been seen since, and they are presumed dead. Captain Raymond Badger of the Right Royal Fleet of Narnian Small Mammals discovered the battered picnic table on a beach in Arrowsport. & rp mines NEWS ARTICLE: The Rescue of the Salt Mines Slaves The party of adventurers appointed by King Caspian to rescue the Narnian slaves from the Pugrahan salt mines arrived in the dead of night at Port Tashbaan aboard the _Brightwind_. Traveling by stealth, they reached the Pugrahan salt mines within a week. Midoor's helpers had created a diversion within the mines and herded the enslaved Narnians to a chamber deep in a forbidden chamber. Yet not all the guards were attending the fire set by the freedom fighters; two were guarding the main entrance to the mines. One captured the valiant mouse Valeria and threw her into a maze of mine shafts. The remainder of the band battled and overcame the two guards and navigated the maze of tunnels using only their cunning as a guide. The party found over 75 slaves to be rescued. The badger Drayton showed unusual fortitude and rescued a blinded slave child that had wandered away. At the end of a little-used tunnel the band discovered salt trains that led them to freedom. & rp treaty NEWS ARTICLE: The Peace Between Calormen and Narnia Galdaash Tisroc repeatedly denied the existance of Narnian slaves in the salt mines of Pugrahan, despite King Caspian's insistence that he free any Narnian captives. During a lull in the peace treaty negotiations, Caspian happened upon the rescue band and their scores of freed slaves. He urged the rescuers to send the slaves home in the _Brightwind_, secretly. King Caspian said nothing to the Calormene Tisroc about the rescued slaves, though he knew for certain the Tisroc would eventually learn of their disappearance from his mines. He felt certain the Tisroc would not use force against Narnia in retaliation, however--any response to the rescue would only belie the Tisroc's assertion that Calormen never held Narnian slaves. Galdaash Tisroc reluctantly signed the peace treaty, opening the doors of Calormen to Narnians of all species, and paving the way for a golden era of mingling between the two nations. & rp Reepicheep NEWS ARTICLE: Reepicheep's Big Adventure Reepicheep was along with Caspian on the voyage to Calormen to free the slaves from the Salt Mines, but vanished soon after the party reached Tashbaan. He later informed the crowd at the Festival of the Darkening Nights that he spied a wharf rat, similar to the one he sought. He chased after it but was captured by a Tarkaan who sold him as a performing animal to the Tarkaan Shzarir, who had once held many talking beasts captive. They had been set free by a talking rat named Azoris, the one Reepicheep was searching for, hence his desire to capture any talking rodents he might. Reepicheep was eventually able to escape to Tashbaan, and plead his case before the Tisroc, who is reported to have said "take this accursed mouse from my sight or you shall lose your head!" to the young Alaxash Tarkaan, who delivered Reepicheep back to King Caspian. In related news, Caspian and his court have been invited to the wedding of Lord Tarkaan Alaxash of Mezreel to the Desharazina Tarkheena, youngest daughter of Calormen, on the 13th of the Month of the Darkening Nights (or Moondrop, by the Narnian calendar). & rp tp manual NEWS ARTICLE: TinyPlot Manual Puddleglum, your friendly TP Coordinator, has written _The Joy of TinyPlotting_, a manual for the new and the experienced player. The manual covers the philosophy of TinyPlots on MUSHes such as NarniaMUSH, and included helpful hints on beginning your own TinyPlot, handling evil characters, coping with disaster, and a veritable lode of other information too exciting to put here. If you'd like a copy, +mail Puddleglum with your email address. & rp Bean-Off NEWS ARTICLE: The Beruna Baked Bean-Off The Beruna Baked Bean-Off, for decades an institution of that burgeoning town, was this year held in honor of the Badger Fizzia, presumed dead at sea. Yet after the judging (for which Puddleglum, Scuttlebutt, and Helen took the top honors, leaving many participants miffed), Fizzia and her companion in distress, Edna Cotterly, appeared as if from nowhere. The pair had spent their months on the pirate ship _The Wayward Weasel_ under the capable care of Eddie, King of the Talking Animal Pirates. After many swashbuckling adventures, he made Fizzia his honorary first mate. Edna spent most of her time in her cabin, apparently seasick. & rp Hieronymous NEWS ARTICLE: Hieronymous On a cold day not long ago the foul fiend Hieronymous the Ghoul found his way into Beaversdam and began to make inquiries into the whereabouts of an Ape known as Skittle, and to try and 'hire' employees to perform various dark deeds. When the evil creature suggested to Statiq that Mrs. Beaver's newborn kits would be worth quite a few crescents, many rose to decry his dastardly deeds. Yet the efforts of good Narnians such as Xena, Paul the Bear, and Lord Peridan himself were in vain. When Hieronymous felt he had enough forces, he set about taking the Beaver Kits himself, sending a pack of six renegade wolves to collect them. Moiraine, Nightwind and Mrs.Beaver fought bravely to save the children. In the end they were no match for six savage wolves, and the pack escaped with them into the northern lands of Ettinsmoor. & kidnap NEWS ARTICLE: The kits are kidnapped! The Beaver kits were being traded for secrets that a secret band of Black Dwarves claimed would bring the Return of Eternal Winter to Narnia. Search parties formed to save the kits were unsuccessful; the wolves could only be tracked as far as the North Bank of the Shribble. In one of the prophecies mentioned by the dwarves, a new White Queen must be chosen to fulfill the winter magic. So a second group of evils travelled to Narnia to seek a prospective Queen. As Moiraine was injured and helpless at Nightwind's hospice after a wraith attack, Jasmine the Falcon, Aryl the Werewolf, Korath the wraith and finally, the fiend Hieronymous himself handily brought her to their evil camp, where she was enslaved until the time of transformation. & discovery NEWS ARTICLE: The camp discovered! Nightwind, Echo, Jason, Hawk Diamond and Midnight discovered the evil camp in a foray north of the Shribble, rescuing Moiraine only an hour before the final magics were placed that would have made her evil forever. Yet days later bad news arrived in Beaversdam: The Beaver kits were to be traded for Moiraine's hand in marriage to Hieronymous. Yet when Moiraine gave herself to the fiends, Hieronymous rejected her, as her heart still belonged to Hawk Diamond. During the negotiations, Zebedash discovered the twin Beavers and rescued them. A scuffle ensued. In a final battle, Hawk Diamond managed to decapitate the evil ghoul...and yet neither the body nor head seemed worse for wear. Zebedash imprisoned the head in the cage in which the beaver kits had been held. & names ----------------------------------------------------------------------------- Narnia News article: Names in the Chronicles Here's a list of all named characters from the Chronicles, researched w/ the help of Ford's "Companion to Narnia". The symbol in parenthesis following the short descrption is the first book (chronologically) in which the character appeared. Key: MN - Magician's Nephew LWW - The Lion, the Witch, and the Wardrobe HHM - The Horse and His Boy PC - Prince Caspian VDT - The Voyage of the Dawn Treader SC - The Silver Chair LB - The Last Battle (also TL - Time Line) The names are arranged alphabeticaly. NEWS NAME will show you that group. For example: NEWS NAME A Thanks to Reepicheep! ---------------------------------------------------------------------- & name a Adela Pennyfather - Of "The Gang" (SC) Ahoshta Tarkaan - Aravis' husband-to-be, Grand Vizier (HHB) Alberta Scrubb - Eustace's mother (VDT) Alimash - Calormene nobleman, cousin of Aravis (HHB) Andrew Ketterley - Digory's mad uncle (MN) Anne Featherstone - Schoolmate of Lucy (VDT) Anradin Tarkaan - Calormene who wants to buy Shasta (HHB) Aravis Tarkheena - Fled to Narnia (HHB) Ardeeb Tisroc - Great-great-great-great-grandfather of Aravis (HHB) Argoz, Lord - One of the Seven Noble Lords (VDT) Arlian, Lord - Killed by Miraz (PC) Arsheesh - Shasta's "father" (HHB) Aslan - Son of the Emperor-beyond-the-Sea (All) Axartha Tarkaan - Grand Vizier before Ahoshta Tarkaan (HHB) Azaroth - Calormene god/goddess (HHB) Azrooh - Calormene, killed by King Lune (HHB) & name b Bacchus - God of wine and ecstasy (PC) Beaver, Mr. - Builder of the dam near Beaversdam (LWW) Beaver, Mrs. - Helps children evade the Witch (LWW) Belisar, Lord - Killed by Miraz (PC) Bern, Lord - Of the Seven Noble Lords, Duke of Lone Islands (VDT) Betty - Servant to Professor Digory Kirke (LWW) Bree - Horse, escaped captivity from Calormen(HHB) Bricklethumb - Red dwarf, brother of Duffle (PC) & name c Camillo - Talking hare, political figure (PC) Carter - Student, Experiment House (SC) Caspian I - First Telmarine King of Narnia (PC) Caspian VIII - Father of Caspian IX and Miraz (PC) Caspian IX - Father of Caspian X, killed by Miraz (PC) Caspian X - "The Seafarer", led War of Deliverance (PC) Chervy - Stag, warns of Calormene invasion (HHB) Chief Voice - "Leader" of the Duffers (VDT) Chlamash - Calormene, surrenders to Edmund (HHB) Chomondeley Major - Of "The Gang" (SC) Clipsie - Duffer, daugher of Chief Voice (VDT) Clodsley Shovel - Leader of the Moles (PC) Cloudbirth - Centaur, famous healer (SC) Col - First King of Archenland, son of Frank (TL) Cole - Colin's twin, Archenland nobility (HHB) Colin - Cole's twin, Archenland nobility (HHB) Cor - King of Archenland after Lune, was Shasta (HHB) Coriakin - Star, tends to Duffers as punnishment (VDT) Corin Thunderfist - Twin to Cor, famous fighter (HHB) Cornelius, Doctor - Half-Dwarf, teacher to Caspian X (PC) Corradin - Calormene, killed by Edmund (HHB) & name d Dar - Lord of Archenland, brother of Dar (HHB) Darrin - Lord of Archenland, brother of Darrin (HHB) Daughter of Ramandu - Marries Caspian X, killed by Emerald Witch (VDT) Diggle - Dwarf, leader of renegades (LB) Digory Kirke, Professor - Friend of Narnia, later host to Pevensies (MN) Drinian, Lord - Captain of the Dawn Treader (VDT) Duffle - Dwarf, assists Shasta (HHB) Dumnus - Faun, dances for Caspian X (PC) & name e Edith Winterblott - Of "The Gang" (SC) Edmund Pevensie - Friend of Narnia, King, former traitor (LWW) Emerald Witch - Queen of the Underland (SC) Emeth Tarkaan - Calormene Lord, befriends Narnians (LB) Emperor-Beyond-The-Sea - Aslan's Father, all powerful being (LWW) Erimon, Lord - Killed by Miraz (PC) Erlian - Father of King Tirian (LB) Eustace Clarence Scrubb - Friend of Narnia, reformed pest (VDT) & name f Farsight - Eagle, brings news to Tirian (LB) Father Christmas - Bringer of gifts (LWW) Father Time - Giant, awakens at the end of the world (SC) Fenris Ulf - Wolf, also Maugrim, loyal to White Witch (LWW) Fledge - Winged Horse, formerly Strawberry (MN) Frank I - First King of Narnia, formery cabby (MN) & name g Gale - Ninth King of Narnia (LB) Garett Twins - Of "The Gang" (SC) Ginger - Cat, in league with Shift (LB) Girbius - Faun, dances for Caspian X (PC) Glenstorm - Centaur, prophet and stargazer (PC) Glimfeather - Owl, assists Eustace and Jill (SC) Glozelle, Lord - Counselor to Miraz, killed in battle (PC) Golg - Earthman, questioned by Puddleglum (SC) Griffle - Black Dwarf, disloyal to Tirian (LB) Gumpas - Former governor of the Lone Islands (VDT) Gwendolen - Beruna schoolgirl, follows Aslan (PC) & name h Harold Scrubb - Father of Eustace (VDT) Harpha Tarkaan - Father of Emeth (LB) Helen - First Queen of Narnia (MN) Hermit - Of the Southern March, magician (HHB) Hogglestock - Representative of the hedgehogs (PC) Hwin - Mare, ridden by Aravis (HHB) & name i Ilgamuth - Calormene, killed by Darrin (HHB) Ilsombreh Tarkaan - Aravis' great-great-grandfather (HHB) & name j Jackdaw - Crow, first joke of Narnia (MN) Jadis - Aka White Witch, last Queen of Charn (MN) Jewel - Unicorn, friend of King Tirian (LB) Jill Pole - Friend of Narnia, adventuress (SC) & name k Kidrash Tarkaan - (1) Great-grandfather of Aravis (HHB) (2) Father of Aravis (HHB) & name l Liln, Lady - Marries King Olvin of Archenland (HHB) Lapsed Bear - Of Stormness - reformed by Corin (HHB) Lasaraleen Tarkheena - Calormene Lady, bubbleheaded friend of Aravis (HHB) Lefay, Mrs. - Andrew's Fairy Godmother (MN) Letitia Ketterly - Digory's aunt Letty, brother to Andrew (MN) Lilith - (Supposed) Wife of a Jinn, mother of Jadis (LWW) Lilygloves - Chief Mole, helps plant orchard (LWW) Lucy Pevensie - Friend of Narnia, Queen, always believes (LWW) Lune, King - King of Archenland, father of Cor and Corin (HHB) & name m Mabel Kirke - Mother of Digory, sister of Andrew and Letitia (MN) Macready, Mrs. - Housekeeper to Professor Kirke (LWW) Margaret - Servant to Professor Kirke (LWW) Majorie Preston - Schoolmate of Lucy (VDT) Maugrim - (See Fenris Ulf) Mavramorn - One of the Seven Noble Lords (VDT) Mentius - Faun, dances for Caspian X (PC) Miraz - Uncle of Caspian X, attempted to sieze power (PC) Moonwood - Hare, gifted with acute hearing (LB) & name n Nain, King - King of Archenland during reign of Miraz (PC) Nausus - Faun, dances for Caspian X (PC) Nikabrik - Black dwarf, turns traitor (PC) Nimienus - Faun, dances for Caspian X (PC) Nurse - Caretaker of Caspian X, tells stories (PC) & name o Octesian, Lord - Of Seven Noble Lords, bought it on Dragon Isle (VDT) Olvin, King - King of Archenland, turned Pire to stone (HHB) Obentinus - Faun, dances for Caspian X (PC) Oscuns - Faun, dances for Caspian X (PC) &name p Pattertwig - Squirrel, trustworthy chatterbox (PC) Peepiceek - Second Mouse under Reepicheep (PC) Peridan, Lord - Narnian courter at embassy to Tashbaan (HHB) Peter Pevensie - Friend of Narnia, High King (LWW) Phoenix - Bird, guardian of the garden (MN) Pittencream - Abandons Dawn Treader at Ramandu's Isle (VDT) Poggin - Dwarf, loyal to King Tirian (LB) Polly Plummer - Friend of Narnia, first to leave Earth (MN) Pomona - Goddess, put spells on apple orchard (PC) Prizzle, Miss - Schoolmistress at Beruna (PC) Professor Kirke - (See Digory Kirke, Professor) Prunaprismia - Wife of Miraz (PC) Puddleglum - Marshwiggle, helps Eustace and Jill (SC) Pug - Pirate and slaver on Felimath (VDT) Puzzle - Donkey, "friend" of Shift (LB) & name q No one under the name of Q in the Chronicles. & name r Rabadash - Led failed Calormene invasion of Narnia (HHB) Ram - "The Great", son of King Cor and Queen Aravis (HHB) Ramandu - Star, father-in-law of Caspian X (VDT) Raven of Ravenscaur - Leader of the Ravens (PC) Reepicheep - Chief Mouse of Narnia, Noble Order of the Table (PC) Restimar, Lord - Of the Seven Noble Lords, took a dive (VDT) Revilian, Lord - One of the Seven Noble Lords (VDT) Rhince - First mate of the Dawn Treader (VDT) Rhoop, Lord - Of the Seven Noble Lords, rescued (VDT) Rilian - Son of Caspian X, once enchanted (SC) Rishda Tarkaan - Calormene, plots with Shift (LB) Rishti Tarkaan - Grandfather of Aravis (HHB) River-God - Of the Great River, unchained near Beruna (PC) Rogin - Dwarf, renegade (LB) Roonwit - Centaur, reads stars, friend to Tirian (LB) Rumblebuffin - Giant, freed by Aslan (LWW) Rynelf - Loyal sailor on the Dawn Treader (VDT) & name s Sallowpad - Raven, of Narnian embassy to Calormen (HHB) Sarah - Andrew's housemaid, good natured (MN) Shasta - Adopted by Arsheesh, later known as Cor (HHB) Shift - Ape, in league with the Calormene (LB) Silenus - Attendant of Bacchus, rides a donkey (PC) Slinkey - Fox, traitor, killed by Eustace (LB) Sopespian, Lord - Telmarine, killed by Peter (PC) Spivvins - Schoolmate of Eustace (SC) Stonefoot - Giant, summoned by Roonwit to Tirian (LB) Strawberry - (See Fledge) Susan Pevensie - Ex-Friend of Narnia, grew up (LWW) Swanwhite - Queen of Narnia (LB) & name t Tash - The inexorable, God of the Calormene (HHB) Thornbut - Dwarf, guardian of Prince Corin (HHB) Tirian, King - Last King of Narnia (LB) Tran - Member of Archenland nobility (HHB) Trufflehunter - Badger, cares for Caspian X (PC) Trumpkin - Red Dwarf, seeks out Pevensies (PC Tumnus - Faun, befriends Lucy (LWW) & name u Urnus - Faun, holds Trumpkin's ear trumpet (SC) & name v Voluns - Faun, dances for Caspian X (PC) Voltinus - Faun, dances for Caspian X (PC) & name w Warden - Of the Marches of the Underland (SC) White Stag - Hunted by Pevensies (LWW) White Witch - Aka Jadis, conquers Narnia, later killed (LWW) Wimbleweather - Of Deadman's Hill, not too bright (PC) Wraggle - Satyr, traitor, killed by Jill (LB) & name x No one under the name of X in the Chronicles. & name y No one under the name of Y in the Chronicles. &name z Zardeenah - Calormene goddess, "Lady of the Night" (HHB) & money Narnia News article: Money: The IC/RP Monetary System Narnia has an IC money system. Well, two, actually. One handles Royal Narnian currency (type "$HELP" for info), the other deals with Imperial Calormene currency (type "$CHELP"). They differ only in the commands used (Calormene transactions have an extra "C"). The help available gives instructions on use as well as how to code vendors, performers and beggars of your own. The Royal currency of Narnia is the Lion, with a smaller value designated the Tree. Lions and Trees are mentioned in the books, but no exchange rate is given. For simplicity's sake, we've gone with 10 Trees = 1 Lion. Values can be typed as 1 Lion 5 Trees, 1L 5t, or simply 1.5. The Imperial Calormene currency is the Crescent, roughly equal in value to the Lion, and the Minim, 1/40th of a Crescent. Again, values can be specified as 2 Crescents 30 Minim, 2C 3m, or just 2.75. Type NEWS MONEY2 for more information. & MONEY2 The MUSH "built in" money system has been renamed "Code Credits", and these are strictly for OOC purposes. Vendors should use one of the two currencies above (usually Narnian), and leave Code Credits alone. All new players start out with 2 Lions, enough for several meals at the various dining spots around Narnia. How do you make money? The same way you would in the Real World - make things and sell them, beg for money, marry someone rich, swindle royalty, start pyramid schemes, sell services (eg. building), etc. Since doing things on the MUSH only uses up Code Credits, and those are plentiful (if you ever run out, just ask a wizard), there's no reason you can't exploit the economy to your heart's content. To exchange money between Narnian and Calormene coins, search out a trader near the border, or check in some shops around Narnia and Calormen. Beware - the exchange rate can go up and down, and traders are not always trustworthy! Please direct any bug reports, questions or suggestions to Tash. (There is a standing reward of 10 Lions for bugs found in the system.) & knights Narnia News article: Knights Did you rescue a prince from an evil dragon today? Did you give your seat at the MouseTrap Tavern to an aged Beaver? Then you may be the stuff that Knights are made of and King Caspian just might want you for his Court! Here's what to do if you want to be Knighted: - Do lots and lots of good, brave, valorous, chivalrous, etc, deeds. - Hope that a player sees you do them and, if so, get that player to nominate you for Knighthood. - The Book of Nominations to Knighthood is located in the Council Chambers of the West Wing of Cair Paravel (second floor) and anyone may use it. * You may nominate yourself but your humility will be graded! * Type NEWS KNIGHTS2 for more information. & knights2 Getting nominated by a player is good. Getting nominated by a Knight is better, and a nomination from King Caspian is the best. Setting up TP for the purpose of doing the above-listed deeds and getting nominated is most welcome. The more nominations and the more relavant to the safety of the Realm the better. Except in special cases the Court will meet occasionally to chose Knights from among the nominees, as Knighthood is awarded rarely and with great care. Serious knight-hopefuls are recomended to read the Court Documents in the Council Chambers of Cair Paravel. Good luck! Narnia and the North! Caspian X King of Narnia Lord of Cair Paravel Emperor of the Lone Islands and Related Lands & calendar -------------------------------------------------------------------------- Narnia News article: Calendar months Hey Ho! Bacchus here! In the Chronicles of Narnia, only one month is mentioned, Greenroof. I thought it would be fun to expand this, so that NarniaMUSH would have its own names for the months. We could put in a + command to return the current Narnian Date, or even have the +mail show the Narnian month as well as the Real Life one. Oh well, those ore just some ideas I am shooting out. Here are the names I have come up with. PLEASE +mail me with any critizims, kudos, or other comments. - Bacchus >> Thanks to Maugren Coyote for the creation of these months << Narnian Month Dull Real Life Month Snowmane ---------- January Whiterug ---------- February Thawbreeze ---------- March Waterdrop ---------- April Whitestag ---------- May Greenroof ---------- June Sunfield ---------- July Warmwind ---------- August Leafdrop ---------- September Moonwild ---------- October Groundfrost ---------- November Warmhearth ---------- December ------------------------------------------------------------------------ & Calormen --------------------------------------------------------------------------- NEWS CALORMEN --------------------------------------------------------------------------- Subtopics available: Calormen Intro Everything you needed to know about Calormen, but were afraid to ask. Calormene Cities The hot spots, the must-to-avoids. Calormene Calendar We have ours, they have theirs. Calormene Castes More slaves and peasants than royalty--here's what you need to know about your place in their society. TIDBIT: _Calormen_ is a noun. It refers to the country itself. _Calormene_ is an adjective. It refers to a nationality ("He's a nasty Calormene"), the society (Edna Cotterly says "Those horrid Calormene customs!"), and anything else an adjective could be used for. _Calorman_ is a nonsense word. You will be laughed at. --------------------------------------------------------------------------- & Calormene Calendar Narnia News article: Calormene Month Names This is a list of months for the Calormenes, since they most likely wouldn't use Narnian ones. It can be assumed that their years are in the equivalent as Narnia - as opposed to the humans of Telmarine, who would use Earthly month names and the BC/AD year system. >> Thanks to Maugren Coyote for the creation of these months << Calormene Month Dull Real Life Month Month of the Exalted Tisroc January Month of the Sacred Temple February Month of the Precious Spice March Month of the Eternal Winds April Month of the Watching Moon May Month of the Shifting Sands June Month of the Burning Sun July Month of the Majestic Bazaar August Month of the Roving Caravan September Month of the Sacred Tombs October Month of the Darkening Night November Month of the Crashing Sea December ------------------------------------------------------------------------ & calormene castes Narnian News Article: Stratas in Calormene Society: (subtitled: You Calormene? Better set your &CASTE!) Calormene society is fairly rigidly stratified by social status. So that we can build vendors and such that interact with Calormene characters of differing status 'correctly', it's important that the Calormene folk set themselves a CASTE attribute. Please choose one of the following: God/Goddess - Azaroth, Tash, and Zardeenah. Efreet/Efreetah - The Djinn. Powerful and capricious. Tisroc - We should only have one of these. Prince/Princess - Tisroc's children/wives. Grand Vizier/High Priest - Absolutely senior civil servant/priest. Lord Tarkaan/Lady Tarkheena - Rulers of Provinces or equivalent. Vizier/Priest - High ranking politicos, or priests. Tarkaan/Tarkheena - Lesser Nobles; Military officers. Servant - Servants holding positions of power. Merchant - Guildsfolk; Sailors; Middle class types. Soldier - Only because they can beat up peasants. Peasant - Technically free abjectly poor folk. Slave - Garden variety slaves. Barbarian - All Non-Calormene humans. Animal - Talking or non-talking. Don't like the order? Wanna add another CASTE to the list? +mail Alzarqa. & calormen intro News Article: Introduction to Calormen Calormen is an Arabian country, far to the south of Narnia, past the mountainous Archenland and the Great Desert. It is a large country, approximately four times the size of Narnia, with a wide diversity of cities and towns. It is a hot, dry land, but Calormen is not all desert, as some rumors would have it. An empire, ruled by the Tisroc, it is often at war with its neighbours. The culture is very stratified. At the top is the Tisroc, a man who claims descent from Tash, the Calormene god. Lord Tarkaans rule the many cities and provinces in the Tisroc's name. Other Tarkaans are the very wealthy, or influential, or officers in the army. Tarkheenas are the wives of Tarkaans, often much younger, and often beautiful. Further down the heirarchy, merchants trade goods between cities and towns, and peasants farm the lands owned by the Tarkaans. Slavery is abundant, and most Tarkaans own many slaves. Lord Tarkaans often own armies of slaves, as well as trained soldiers. & intro calormen2 News Article: Introduction to Calormen, pt. 2 The Calormenes worship a Trinity of gods: Tash, the Inexorable, and embodiment of evil, and supreme god of the Calormene, from whom the Tisrocs claim descent; Zardeenah, goddess of the moon, night, and unwed maidens; and Azaroth, the twice-sexed god of union and difference. The Calormene fear their gods, and worship is often accompanied by sacrifices of animals. Minor gods and desert spirits like the Efreet and Jiin, are also known to exist. The economy of Calormen is agriculture based, but also includes fishing along the coast and at some of the interior lakes. They are fearful of the ocean, and their ships are not very well constructed, the largest warships being tiny by Narnian standards. They do ply the waters between five islands near the coast, and trade slaves and other goods. Storytelling is an art form among the Calormene, and long, flowing narratives are both entertainment and education. Tales are often embellished with wild fantasy, but often there is an element of truth to the tales. & calormene cities Noted Cities: Tashbaan - City of the Tisroc, and Capitol of Calormen, at the northern edge of the country. It lies on the Tashbez river, which separates Calormen from the Great Desert. Mezreel - In the Valley of a Thousand Perfumes lies Mezreel, and the lake which shares the name of the beautiful resort. Teebeth - Religious center of Calormen, site of many temples. Zalindreh - A port city, the center of trade with the islands. Tehishbaan - A remote border town, said to be involved in freeing slaves. Other well known sites: Oasis - In the desert, midway between Calormen and Archenland. Pugrahan - Salt mines, where enslaved Narnians are sent to work. Lagour - A flaming volcano in the Western Mountains. & site change ------------------------------------------------------------------------ Narnia news article: Site Change The last week of Leafdrop (that's September '93 for all you dull RL folks), Narnia lost it's site at osiris.cs.sfu.ca. Many thanks to Frank for giving us a home there for so long. As an emergency measure, Bacchus allowed Narnia to be run on Nimitz, where ToonMUSH II also runs. Thanks to Bacchus for saving us from oblivion. But as you've obviously noticed, since you're here reading this, we have managed to get a officially sanctioned site here at argo.unm.edu so we'll likely remain here for a while, rather than flitting around like GypsyMUSH. The announced move to 2.0.10p4 may have been premature. & tinyquests ------------------------------------------------------------------------ Narnia news article: TinyQuests What are TinyQuests? TinyQuests are automated, coded adventures aimed at individual players (and occasionally groups). Unlike improvisational TinyPlots, TinyQuests can operate without the presence of their creators, and even without the presence of other players. TinyQuests employ hints, puzzles, locks, conundrums, and other fun obstacles, and are generally hidden in public playing areas. In that sense, they resemble text-based adventure games for the solitary player. One TQ is in place, a slave-rescue TinyQuest in western Calormen. Honor and rewards await those Narnians who brave the salt mines of Lagour to rescue wrongfully imprisoned slaves and take them to freedom. Calormenes may participate as well...but spies abound, and you may be caught! Other TQs will be publicized as they are completed. FatherChristmas is in charge of coordinating TQs. He'll be happy to take ideas, offer suggestions, and provide you with more information on upcoming TQs. ------------------------------------------------------------------------