recursal/Fanatic-Fandom huggingface dataset:
Eavesdropping

Being invisible in a room to watch players, or use of remote viewing and/or listening devices is considered illegal invasion of player privacy, unless done for just cause.  Creators must be prepared to justify these actions.  Creators below level 3 theme must report their actions to an admin as soon as possible with justification stated and the outcome of the surveillance.  Level 3 theme and higher can be invisible and watch players without reporting.

Justifications for being invisible around players:

1. Surveillance to catch cheaters with just cause for suspicion.
2. Checking for or fixing bugs when not wishing to disturb players.
3. Watching a process with permission of the players involved.

See also: privacy
Rejection

Approval of new ideas at Accursed Lands is based on many factors. The idea should contribute to the overall theme of our community, improve or expand upon a currently implemented idea, or create new functionality. Ideas are always welcome!  However, keeping in mind that Accursed Lands is a unique environment with a specific thematic goal, we reserve the right to reject idea postings that are not in keeping with that goal.

Some examples of ideas which will be rejected are:

* Dragons, fairies, elves, and other high-fantasy creatures
* These are thoroughly (over)done and will not be present in Terrinor.  Period.
* Orcs, ogres, cyclops, minotaurs
* More generally, anything from existing mythology or literature; in some cases it may be acceptable to extract the essence of an existing mythology, though this is at best a delicate operation.
* Aristocratic human princes and princesses
* Humans in Accursed Lands are not inclined to refinement and delicacy.
* Anything that is obviously derived from another fantasy world
* This includes Tolkien, WoT books, D&D, Final Fantasy, etc. The inseverable connotations and carry-over ideas from the aforementioned are of themselves sufficient grounds for rejection.
* Ninja, samurai, katana, shuriken
* References to foreign (non-English) cultures will inevitably carry over connotations and stereotypes from their origin; additionally, they disrupt the roleplaying environment by injecting necessarily OOC themes, and will not be welcomed in Accursed Lands.
* Assassins, assassins' guilds
* Free agent assassins have no historical nor logical basis for our desired time period.  It is not objectionable for a person devoted to a particular cause to risk life and limb to murder an important opponent -- that is, to perform an assassination -- however, such a person is not defined by said task. They are only instinctually an assassin.
Sell

SYNTAX:

```
sell [item]

```

```
sell [item] to [person]

```

```
sell [container]

```

```
sell [container] to [person]

```

Use this command to sell certain items in certain locations. This is NOT the only way to sell your wares.  If using `'sell'` does not work, look around for something to place your items on, read signs, or ask questions. You can also sell larger amounts of items at once, with the use of the `'sell'` command.  Make sure the items are in a container of some sort before you try selling them in bulk.  If `'sell'` does not work, you may still be able to sell all the goods at once by putting the container on a handy table or counter.  Again, look around and ask the shopkeeper questions if you are not sure where to place goods to sell.

See Also: buy, money, shops
Reckon

SYNTAX:

```
reckon [time]

```

Using this command, you can make your character attempt to estimate the time of day based on the relative positions of certain astronomical bodies (the sun, the stars, and the moons). If you log onto the game and find that it's dark, this command may give you some indication how long it will be until the next sunrise. Your level of skill in navigation will affect your success (or lack thereof) at reckoning time. This command returns the time listed in the familiar 12-hour format.  It is up to you to determine if the time returned is AM or PM. In the future, additional functionality may be added to this verb to bring it in line with the information that real-life navigators are able to determine from looking at the stars.

'`Judge`', '`estimate`', and '`guess`' are all valid alternative syntaxes to '`reckon`'.

See Also: time, sky
Health

SYNTAX:

```
health [person]

```

The health command lists all of your limbs and gives you a description on how damaged it is.  To get a more thorough description on the damage of a particular limb, look directly at it.  (Ex: `look at my left arm`)

You can also look at how damaged another person is by typing

'`health <person>`'.

See also: phealth, damage levels, damage
Pack

SYNTAX:

```
pack <item> in <smokable object>

```

The pack verb allows you to pack a wad of smokable material into an object that you can use to smoke the material.  For instance, you could pack a wad of tobacco into a pipe.

Example: "`pack wad in pipe`"

Note: there is currently no "unpack" verb.

See also: smoke
Herbs

Plants that are eaten to satisfy hunger are foods.  They are both edible and have food value.  For example, a tomato can be eaten raw or added into a recipe and thus, it is a food. Herbs are edible plants that are known to have special properties.   They do not have any food value but they are edible.  For example, eating a handful of garlic will not satisfy your hunger very much but it will make your breath stink enough to keep unwanted people away from you.

(Another less popular use of garlic is for added flavor in cooking.)  In this way, garlic is not a plant with food value but has a special property, which classifies it as an herb. If a plant is not edible, then it is neither an herb nor a food.  It's just a regular old plant.

See Also: gather, herb lore, forage
Languages

During your travels around Terrinor you will frequently encounter people whose speech you will not be able to understand.  You can use Tradespeak to understand them a little better, but it's far from perfect.  The temptation is strong to find ways around these imperfections, but please keep in mind that this is a roleplaying MUD, and that in real life spelling a word out to someone or saying it louder doesn't help them understand what it means.  Note also that this does not mean that if you mis-say a word you have no means of correcting yourself, just that you have to be creative within the bounds of realism.

For example, if you try to ask someone "What's your name?" and the person you're addressing misunderstood the word "name," saying "n-a-m-e" will be highly frowned upon and likely get your rating docked a point, but trying again by rephrasing what you'd said (in this example, something like "what people call you" instead of "name") is not only acceptable but applauded.

See also: tradespeak, speak, rate, roleplaying tips
Fighting

If you're going to fight, you'll probably need a weapon. The good news is that you already have one. Unfortunately, it's probably not very good unless your species is designed for fighting. For example, while mysrrae have built in claws, all humans have are their meaty fists. Anything on Terrinor can be used as a weapon: A canteen, a sword, some sand, your torch, a shilling, etc. If you can hold it, you can hit someone with it. However, things designed to be weapons are much more useful at it, so you should probably use a real weapon rather than trying to kill someone with a penny. There are several skills which affect your ability with weapons.  A partial list would include:

* Sword
* Dagger (includes knives)
* Axe
* Club
* Hammer
* Spear
* Staff
* Unarmed combat (just your fists)
* Brawling (fighting with things not meant as weapons, like your shoe)

Once you have a weapon, you'll need to choose your style.  Each end of a spectrum on the style table has a skill associated with it which indicates your ability to use that particular style element.  For example, if you have dodge emphasized, it means that you will spend more time dodging than being offensive. Also, the style you use will determine the way that your skills improve.  If you never dodge, you'll never get better at dodging. (see increase for information about changing your style) One last note: your weapon skill also affects your chance to parry with that weapon.

See also: damage, increase, style, armor, attack, retaliate
Levels

How well you can perform a particular skill is determined by your ability level in that skill.  You do not know many skills when you first make a character, but you can learn a particular skill after repeated attempts in practicing that skill.   A skill's ability level increases by usage of that particular skill. The skill ability levels are named as follows:

`know next to nothing about   |  are getting very good at`

`know very little about       |  are getting extremely good at`

`know a slight amount about   |  are skilled at`

`know a few things about      |  are quite skilled at`

`know a decent bit about      |  are extremely skilled at`

`are beginning to understand  |  are excellent at`

`are below average at         |  are wise in the ways of`

`are almost average at        |  have begun to master`

`are mostly average at        |  have partially mastered`

`are a bit above average at   |  are close to mastering`

`are roughly above average at |  have mastered`

`are proficient at            |  have perfected`

`are getting rather good at   |  are legendary at`

A higher skill ability level could result in numerous benefits to you while performing that particular skill.  Most of the benefits are in the form of higher success rate or faster completion of the task.  Refer to a specific skill's help file for description of benefits due to a higher skill level.

See Also: damage levels, skills, skill
Analyze

SYNTAX:

```
analyze <object>

```

The analyze command helps your character determine what resources are required to make a certain object. Your character's chances to analyze a certain item may depend on what craft is used to make that certain item.  For example: A carpenter will have a better chance than a tailor, when it comes to analyzing items that require the carpentry skill to build. Analyze probably will not work on partially-completed items.

See Also: crafts, disassemble
Creators

Rincewind stared at him, "Who ARE you?" The man took the pencil from behind his ear and looked reflectively

at the space around Rincewind. "I makes things," he said "What sort of things?" "What sort of things would you like?" "You're the Creator?" The little man looked very embarrassed. "Not the. Not the. Just a. I don't contract for the big stuff, the stars, the gas giants, the pulsars and so on. I just specialize in what you might call the bespoke trade." He gave them a look of defiant pride. "I do all my own trees, you know." he confided, "Craftsmanship.  Takes years to learn how to make a tree.  Even the conifers." "Oh," said Rincewind. "I don't get someone in to finish them off.  No sub-contracting, that's my motto.  The buggers always keep you hanging about while they're installing stars or something for someone else." The little man sighed, "You know, people think it must all be very easy, creating.  They think you just have to move on the face of the waters and wave your hands a bit. It's not like that at all." "It isn't?" The little man scratched his nose again, "You soon run out of ideas for snowflakes, for example." "Oh." "You start thinking it'd be a doodle to sneak in a few identical ones." "You do?" "You thinks to yourself, 'There's a billion trillion squillion of them, no-one's going to notice'--But that's where professionalism comes in..."
Suicide

A *suicide* is a move which can immediately be captured by the opponent.

A suicidal move can come in the form of a placement, a capture or even a reinforcement.

Suicidal moves are never strategically good; when the opponent captures back you have not gained anything, only strengthened the opponent's stack.

There seem to be only two reasons to knowingly play a suicidal move:

1. Hoping that the opponent doesn't notice your mistake. (generally a bad idea in games with perfect information)
2. Depending on the time control used, you may want to play a quick forcing move to gain some time to think.
Books

There are a few things you should know about using books that might not be intuitive:

* To read the title of a book --  With the book closed, type `"read book"`
* To read the text of a book --  With the book open, type `"read book"`
* To study the page of a book -- Open the book to that page, type `"study book"`
* To open a book --  Type `"open book"`
* To close a book --  Type `"close book"`
* To title a book --  Hold the book and type `"title book as <title>"`
* To write in a book  --  Hold the book and type `"write in book"`
* To turn to a specific page in a book  --  Type `"flip book to page <#>"`
* To turn one page in a book  --  Type `"flip book"`

See Also: library
Gather

SYNTAX:

```
gather [object]

```

The gathering command can be used for two main purposes.  When using a deck of cards, the command gathers together all the cards on the floor in the room. It is one of several commands used with a deck of cards (see help cards). When in the wilderness, the gather command can be used to gather wild plants and herbs that may be growing there.  Simply specify the name of the plant you wish to collect and you will begin the hunting process.  If you do not know the name of the plant you wish to gather, then you should learn more about plants on Terrinor first and try to 'forage' instead.

See Also: cards, deal, herbs, herb lore, forage
Nobility

It's natural to wish to play a powerful character.  To some extent, it's possible to fulfil this wish by careful maneuvering within the politics of the game, or by gaining skills and abilities directly; however, certain forms of power are rooted in a character's concept.  A character not created as the jarl of a human city or the matriarch of a mysrra band is unlikely to become one.

These roles are thematically sensitive, however, and represent an unearned advantage over other players.  For this reason, they require approval, and such approval is not granted lightly.  Despite the name of this file, incidentally, such character concepts need not be hereditary nobility; a member of a council of elders or the commander of a military force can have as much power as a major feudal lord, and the requirement for approval is just as strict.

**Characters with extraordinary authority must be approved by the staff before that character enters the IC world.**

Anyone playing such a character is also expected to have a good grasp of regional theme, and generally to serve as a good example of roleplaying to less privileged characters.  Approval may be revoked at any time.  Characters claiming extraordinary authority without approval may be deleted; additional punishment for breaking this rule is at the discretion of the creator handling the case.

Some additional details:

* Authority need not be overt.  Advisors to royalty, or junior members of noble houses, nonetheless have enough implied power that they require approval.  This is true even for characters estranged from noble relatives, in disgrace, etc.
* Characters with authority only over other player characters are exempt from this rule.  This includes the leaders of player-operated merchant houses, mercenary groups, mysrra prides, and so forth.
* Characters not claiming lawful authority, likewise, are exempt from this rule.  Regardless of other circumstances, however, characters of elevated birth possess some lawful authority.
* The staff is not obliged to provide powerful characters with areas, props, RP events, or other products of development, with or without approval.
* Characters with extraordinary authority may be rejected for any reason.  Rejections are not subject to appeal.
* Extreme authority, such as membership in a royal house, will never be granted under ordinary circumstances.
Apropos

SYNTAX:

```
apropos <word/string>

```

The apropos command will attempt to find help files relating to the word (or containing the string) you specify. Example:

`apropos com`

Returns

[combat]: combat skills

[commands]: commonsense

[rules]: complaints

Occasionally, apropos will seem to produce 'incorrect' matches.

Example:

`apropos mea`

Results in

[concepts]: measurements

[skills]: butchering

This is due to the fact that apropos will attempt to match the string to any aliases the help file may have in addition to its actual name.  In this case, 'mea' matched 'meat', which is a help alias for 'butchering'.

See Also: newbie
How Do I

Accursed Lands syntax tries to be as intuitive as possible. As a result, the answer to many questions that begins with "how do I" is simply the bit that comes after it.

For instance:

How do I stop fighting?

`"stop fighting"`

How do I look at the coins in my moneybag?

`"look at the coins in my moneybag"`

How do I take things from my backpack?

`"take <things> from my backpack"`

How do I put out a torch?

`"put out a torch"`

There are shorter versions of most of them ("`l coins in bag",` `"dim torch"`, etc.), but to just get something done, your own first guess is probably the best.
Recall

SYNTAX:

```
recall <topic>

```

This command will allow you to recall any information that you might have overheard during your exploits.  All information that you are able to remember about a certain topic will be returned.  As you explore more regions, your ability to recall more information about more topics will increase. Using recall with no parameters will list available topics.

Examples:

`recall [city]`

`recall [herb]`

`recall [language]`

`recall [skill name]`

`recall my history`
Job Control

Often, players who are playing from a computer that does not offer them the ability to window will kill their link in order to use the screen for something else, but still remain on the game.  Killing the link is accomplished through telnet's default escape sequence:  ^]q.  If this is the only reason you are going link-dead then this file will explain an alternate method known as job control. It is available under Unix Operating Systems. Unix is a multi-user, multi-tasking environment.  Even though you have only one screen, you can still do many things at once.  If you find that you need to do something else, but you don't want to quit, you should use telnet's default escape sequence:  ^]z.  You will return to your host's command line where you can do whatever you need to do.  This is commonly called 'shelling out'.  When you are ready to return to the game, just

type:  [fg] (foreground).  Your character will have remained active during this time and everything that happened will scroll by on your screen. You want to make sure that you 'shell out' from a safe place on the game. As far as the mud is concerned, you are still logged in and active. You can also check to see if your system has available commands like "screen" which allow multiple text windows inside one terminal/session window.
Riding

Mountable races (such as horses) provide an alternative to the usual footwork required for traveling around Terrinor.  Such animals are still in testing phase, and any bugs or balance issues should be noted upon the correct boards so they can be fixed.  Most mounts are permanent objects, and so will not be lost in a room reset.

SYNTAX:

```
mount [animal]

```

or

```
ride [animal]

```

This command allows you to mount the designated creature.  The `'riding'` skill is required if you wish to gain enough grip to mount.

SYNTAX:

```
ride [direction/object]

```

or

```
ride approach [direction]

```

This command allows you to ride the creature in any direction (if that direction exists) or toward any object.  You must first be sitting upon the animal to use this command.  The `'riding'` skill is required for the mount to follow your command.

SYNTAX:

```
ride follow [person]

```

or

```
ride follow road [direction]

```

The use of this command allows your mount to follow either person (or creature), or to follow a road in a specified direction.  For more information about following roads, see follow.

SYNTAX:

```
ride [walk/trot/canter/gallop/stop]

```

This command specifies the speed of your mount - each increment similar to the walk/jog/run/sprint.  Use of stop will force your mount to disregard its current movement.

SYNTAX:

```
ride travel [on/off]

```

This command is similar to the travel command, in that the mount will continue in its current direction (or its next direction if not moving) until it reaches an obstacle, or is otherwise interrupted.

SYNTAX:

```
ride mobilize

```

Similar to the command mobilize, this order will cause your mount to find its best posture, taking into account its health and the current environment.

SYNTAX:

```
ride dismount

```

or

```
dismount

```

This command is the opposite of the `'mount'` command - allowing you to swing down to the ground.  No skill is required with this command. All of the above commands can be found by typing `'ride'`.

See Also: approach, follow, movement, stop, mobilize
Rent

SYNTAX:

```
rent

```

This command is used to rent a vacant shop.  To rent it you must first deposit the proper amount of farthings into the shop's treasury.  After the proper amount is deposited you may rent the shop.  When you rent you have the option of stocking items onto the shelves and pricing your items.  You may also look at items stocked in your shop.

See Also: shop, check, deposit, withdraw, price, stock, title
Cards

These are some commands you can use with a deck of cards.

SYNTAX:

```
deal [card]  or  deal card to [person]

```

```
gather

```

```
shuffle

```

```
cut

```

```
flip [cards|deck]

```

You can either deal a card to a person or deal to the ground.  You must deal to the ground to deal to yourself. This command gathers together all the cards on the floor in the room. This command shuffles the cards. Allows you to cut the deck. Allows you to flip your cards over so you can see the faces.
Herb Lore

Much knowledge of useful plants has been passed down through oral tradition. In that spirit, herb lore provides additional information about plants that would come from sources such as legends or myths.  It also represents knowledge accumulated as you practice gathering and learn more about herbs in general.

See also: gathering, forage, herbs, lore
Crafts

There is more to this MUD than killing things.  Players can become artisans and fuel the local economy through a system of skills known as crafts.  There are several different crafts, and each has a niche separate from the others, but they share some similarities. To craft anything, you will need the tools and the ingredients the object requires.  These vary from object to object, but they should be fairly easy to determine through common sense--a knife and a stick are required to whittle a torch; a needle, thread, and cloth are necessary to sew a dress, etc.  The ingredients and tools need only be in the room with you in order to use them, but you need at least one free hand.  This means you'll have to leave something on the floor. You should do your crafting somewhere you don't expect to be robbed. When you have the necessary stuff, all you have to do is get it all out and make an attempt to create something.  You do this by typing a command consisting of the verb related to the crafting followed by the expected product, i.e. 'whittle torch'.  At this point, you will attempt to create the object.  Your success will depend on your ability with the craft skill and the difficulty of the object intended.

Also note: you can 'carefully' craft an item to increase your chances of success, but also taking longer, or 'quickly' craft an item to speed up the making of the item while sacrificing some chance of success. A good craftsman can still craft quickly without failing. You can also start crafting a 'new' object instead of continuing work on an unfinished one.

```
craft quickly <object>

```

```
craft <object> carefully

```

```
craft new <object>

```

```
craft <object>

```

```
craft <object> for <person>    (target must be present)

```

```
craft <object> for <race>      (see help races for available races)

```

Here is a brief list of craft commands you might use.

* bake
* build
* carve
* chisel
* cook
* create
* forge
* knit
* make
* mix
* saw
* sew
* smelt
* spin
* whittle
* weave

Here is a (non-comprehensive) list of craft skills:

* Butchery
* Carpentry
* Dyeing
* Fishing
* Gem Cutting
* Glass Working
* Knitting
* Metal Working
* Smelting
* Smithing
* Leather Working
* Logging
* Mining
* Pottery Working
* Sewing
* Stone Carving
* Tanning
* Weaving
* Whittling

When you're done with your item, you can use it yourself, or try to give, trade, or sell it to someone else.  Also, if you find an empty store, you can try to set up a shop of your own to showcase your wares.

See Also:  shops, analyze, disassemble
First Aid

**Tending** is useful for speeding up healing of wounds on various body parts.  A bandage is required to tend a wound.  Tending is available for all races. Better tending skills can increase the effectiveness of a bandage used. You can tend other people, if any of these conditions are fulfilled:

1. The person is unconscious.
2. The person is sitting down, and accepts gifts (gifts on).

To tend another person, the syntax used is: `tend <person>'s <limb>` If the limb is broken, it is good to use something additional as a splint to steady the limb.  In this condition, use the `'brace'` verb instead of `'tend'`.

Bandaged limbs affect your body actions.  Also, sitting or lying down will help healing.  Sleeping is also very good for healing.  You should make sure you are in a safe area to do so. A limb can only have one bandage.

See also: healing
Mudsex

MUD SEX WITH A MINOR IS A FELONY!

MUD sex is the act of participating in sexual actions through the use of emotes and other means.  This is something that is discouraged by the Admins and Creators of Accursed Lands.  Although it is not encouraged, it is acknowledged that some people may wish to roleplay such acts.  This is only acceptable if participants are 18 years old or older and all involved parties read and follow the rules outlined in this file and 'help harassment'.  Once again, MUD sex is discouraged by the Accursed Lands staff.

Two main factors will play a part in this act, though.  First, you must have the consent of the other party involved; this consent must be both In Character and Out Of Character (see help ic, help ooc).

Consent is very important in a textual game, especially in one with such an open-ended command as emote.  Having the expressed consent of the other person makes sure that you both are aware of the guidelines associated with the act, and that it is something you both truly want. MUD sex, regardless of how casual you may believe it to be, is still a serious issue; lying about given consent or forcing someone without consent are both grounds for having your account deleted.

The second factor is the most important factor.  MUD sex is not to take place in any shape or form if any would-be participant is a minor (under 18).  If these acts take place with a minor either knowingly or unknowingly of the other party then it becomes illegal, not only on the

MUD but in the eyes of the law.  If anyone is found to be participating or trying to participate in MUD sex with a minor or in a minor's presence, they will be dealt with harshly.  Exercise extreme caution on this subject; you can never tell a person's real age from their online demeanor.  If you have **any** doubts about a person's age, do not risk engaging in online sexual behavior with them. Also note that MUD sex is only acceptable if you have an IC reason to participate in it, along with meeting the other requirements.  It may pay to note as well that creators may be watching at any time, so you may never be fully sure if you are alone or not.  Also, if you decide to engage in MUD sex, make sure you are in a private place, far from any towns or other landmarks.  Public areas and towns should remain free of sexual activities.

If you do choose to engage in MUD sex, please respect other players; do not post player logs of MUD sex to the web forum or talk about MUD sex events in the presence of minors. Remember, this is a serious matter and is to be dealt with in a mature and responsible manner.  The AL staff does not condone or support MUD sex and will not be held liable for the actions of its players.  Players will be held fully responsible for their own actions while logged onto Accursed Lands.
Geology

**Geology** is a passive skill, similar to the various lore skills. Generally you will not be aware that you are making use of the geology skill.  However, it can be of use during mining, stone or metal working, and some other situations, such as when you examine cave walls in the underworld.  A higher level of skill in geology may enable you to identify the types of rocks, metal, or ore that you come across in your travels through the world.

See also:  lore
Repair

SYNTAX:

```
repair <object>

```

The repairing skill allows you to attempt to repair any piece of weaponry if it is damaged at all.  Depending on how damaged the object is and how good you are at repairing, the longer it could take.  In order to begin repairing, you will need the proper tool--such as a hardened steel file or other object. Repairing an object will usually repair the item as well as you are able, given the item and your skill.
Converse

SYNTAX:

```
converse

```

Puts you into conversation mode, which means that anything you type will act as if you are placing the "`say`" command before it. Once in conversation mode, you exit the same way you do from the mail or bulletin board editor, that is, by typing a '`.`' alone on a line. You may also issue commands while in conversation mode by putting a `!` before whatever you type.
Glass Working

SYNTAX:

```
make [glass product]

```

```
craft [glass product]

```

Glass working is the process of making glass products, from the creation of glass from raw materials to the creation of finished glass goods by manipulating molten glass.  A heat source is required to melt glass, and glassworking can take place while the glass cools to a new shape. Various tools may be required depending on the glass product; blown glass will require a glassblower's pipe, while other glass creations may require tongs or other implements.

See also: crafts
Characters

Types of characters at Accursed Lands:

* PCs or Player Characters: These characters are controlled by actual live people sitting behind a computer, playing the game.  They are assumed to be the main characters in the story that is unfolding, much like a book focuses on certain characters.  Of course, each of you will live a different story as you play, but the idea of treating yourself as a main character in a story is a good analogy as to how you should treat the game.
* NPCs or Non Player Characters: These characters are controlled by computer programs, and attempt to make the world seem more populated and alive, giving you extra opportunities to interact with people.  As they are computer controlled, you do have to cut them a bit of slack, and you can't expect them to be as interactive as a PC, but you should try and treat them as close to a regular player as possible.  Occasionally, a creator might animate an NPC to roleplay a bit as well.
* vNPCs or virtual Non Player Characters: These characters are controlled by your imagination.  We couldn't possibly lend life to 100,000 people in a large city, so you have to help us out by imagining a couple of them.  You might occasionally also have a room echo pop up to remind you of the presence of the vNPC, or have a vNPC interact with you when you use certain commands in a shop.  In any case, if you are in a room that would make sense to be filled with people, like a noisy tavern, imagine a couple vNPC in there, and roleplay with them if you want.  You should also try and treat these as closely to a regular player as possible.  It is silly to think that you can drag a corpse through a city full of vNPCs and not have one recognize you later.
Shops

Player Run Shops

Here is a list of commands associated with shops owned and run by players.  For NPC run shops, please refer to the command help that appears on your screen when you attempt to buy or sell to the npc.

SYNTAX:

```
look at # on table

```

You can look at an item on a shelf by typing: `look at 3 on table.`

SYNTAX:

```
rent

```

If a store is vacant, type rent to find out the initial funds necessary to rent the shop and the daily upkeep after that. Once you deposit the appropriate amount of funds, type rent again to set up shop.

SYNTAX:

```
check

```

To see the current funds in the store (if you own it).

SYNTAX:

```
deposit <money>

```

Example: `deposit my coins`

Allows you to put some money into the shop treasury (if the shop is not rented, or if you own it). The following commands only apply if you are the owner of the shop:

SYNTAX:

```
withdraw <number>

```

Allows you to withdraw 'number' farthings from the shop treasury. The farthings are automatically converted to the highest value coins.

SYNTAX:

```
price <item number> at <X> <farthings, moons, ignobles, etc.>

```

Allows you to change the price for an item on your shelf.

SYNTAX:

```
stock <item> for <X> <farthings, moons, ignobles, etc.>

```

Allows you to place the item up for sale at the given price.

SYNTAX:

```
title shop as <shop name>

```

Allows you to set the name of your shop.

SYNTAX:

```
get <item> from table

```

If you own a shop, you may take things off of your table without buying it. You can substitute the item's number in place of the items name.

See Also: rent, check, deposit, withdraw, price, stock, title
Donation

All donations to Accursed Lands are non-refundable.  Donating to this MUD does not confer any rights, responsibilities, or special consideration to the donor. Donating to Accursed Lands does not guarantee the right to play or create here.  Donations to Accursed Lands do not in any way give to the donor a stake in or a partial ownership of Accursed Lands.  The creators of Accursed Lands shall not play favorites to, nor give special consideration or perks to players who donate. The current head Administrator of Accursed Lands is: Amirani

Accursed Lands is/has also administrated by Xotl, Jayess, Sousily, Iris, Elija, Raulin, Crius, Kugra, Virthe  and of course, Lathander.

Accursed Lands is owned and operated by its Administrators.  When any dispute arises out of donations to Accursed Lands, the Administrators shall make the final decision by simple majority vote among themselves. All donations to Accursed Lands will be used to offset its operating expenses or to repair, purchase or update equipment for Accursed Lands.

The head administrator reserves the right to revise this poster at any time and without warning. All donations and expenses will be recorded in the OOC donations room. Thanks to all the people who have donated time, money or equipment to Accursed Lands, this MUD has a bright future.

Operating Accursed Lands is expensive.  Our current connection costs us $55 each month.  If you would like to donate and help defray the cost, please contact the head Administrator.  When sending money, please use check or money order only, to prevent postal theft. Paypal is prefered,

see https://mud.accursed-lands.com for the donation bar.
Guard

SYNTAX:

```
guard [thing]

```

This command is used to protect a thing or person. If anything attacks a person under guard, you will then intercede on their behalf. You will engage the attacker in combat thus preventing your ally from sustaining damage. Once you are in combat, you may no longer guard anyone. New attackers can engage your ally at will.

Guarding objects will prevent others from taking them.

See also: fighting, backup
Skinning

Syntax:

```
skin [corpse]

```

To skin a corpse, you will require a knife.  If the corpse's body is badly injured then you will get a small amount of usable skin.  On the other hand if the corpse's body is in good shape then there will be a lot more skin available.  **Skinning** is a good skill to learn because it can be used in several ways to help you earn a living on Terrinor.

See Also:  butchering, tanning, pluck
Boards

SYNTAX:

```
read - Reads the first unread message on any board in the room.

```

```
read <board name or alias> - Reads the first unread message on the specified board.

```

```
read 5 on <board> - Reads note #5 on the specified board.

```

```
read 5 - Reads note #5 on the board if there's only 1 board in the room.

```

```
post <title> - Use when there's only 1 board in the room.  Posts a new message with title.

```

```
post <title> on <board> - Posts a message with the given title on the specified board.

```

```
remove 5 - Removes note 5 from the board.

```

```
remove 5 from <board> - Removes note 5 from the specified board.

```

```
catchup <board> - Marks all notes on the specified board as read.

```

Note:  Boards currently only display the last 20 items on them.  To get the complete list of notes on the board, use the following:

```
look at <boardname> list

```

You may find it useful to bear the following in mind:

**Character issues**

Bulletin boards found in the game world are considered part of the game world, and posts written on them should be written in character.  When writing a post, bear in mind that it is a written format: accents and differences in pronunciation (i.e. "I" becoming "Ah") do not extend to writing, but regional differences in diction (i.e. "Thank you" becoming "Thankee") usually do. If you must insert OOC information into an IC post, please make it explicitly clear that you are doing so.  A little OOC information, such as RL dates or mudmail account names, is generally considered acceptable, but it's best not to make a habit of it.

**Crossposting**

In the past, some players have seen fit to post identical information on many or most of the IC boards.  While this is not prohibited, and can be appropriate in some instances, it is unavoidably obtrusive, especially where purely local events (weddings, deaths, bounties, new shops, local government) are concerned.  As a general rule, it's best to post a particular block of text only where it would be of interest to the average citizen; barring truly exceptional circumstances, a peasant in a human town is unlikely to care much for goings-on in a braman city five hundred miles away.

**Languages**

Posts to boards in the game world are written in the language you are speaking while you write them.  To change the language you write posts in, simply change the language you speak (see: help speak); currently, a particular post can only be written in one language. It may be tempting to repeatedly post the same information in different languages, perhaps to make sure that the widest possible cross-section of players can read it.  This, however, can be even more obtrusive than crossposting to many different boards.  Bear in mind that languages are regional; it may be worth it to repost in a different language in a strongly bilingual area, but it probably isn't worth the effort to rewrite a post in the language of the Foo-Bar Pygmies of deepest Grillia (unless you happen to be writing in or near their village).
Ansi

SYNTAX:

```

```

Use this command to turn the ansi color on or off from your screen. Without arguments, your current settings are shown. Use `ansi extended` if your client supports 256 color ansi, unless you use CMUD. For CMUD, you should use `ansi cmud`. (See below) Use `ansi on` if your client supports 16 color ansi, but not 256 color ansi. Use `ansi off` if your client does not supports 16 color ansi. Use `ansi test` to check if you are unsure what your client supports.

The two options `ansi 16` and `ansi 256` are shortcuts for `ansi on` and `ansi extended`, respectively.

The CMUD code for 256 colors is currently quite buggy, such that we have to consider 'special' situations. For example, it matters in which order the fore- and background color are set, and if they are set simultaneously or one after the other. Thus, noticeably more data must be sent for CMUD. If you do not use CMUD, but notice colors that you believe to be incorrect, you can also try the `ansi cmud` setting to see if it helps. In that case, we would be happy to hear from you.

See also: color
Compare

SYNTAX:

```
compare [property] of/for/between [object] to/with/and/against [object2]

```

```
compare my [property] to/with/and/against [object]

```

```
compare [object] to/with/and/against [object2]

```

```
compare [property]

```

Thereby, [property] can be 'weight', 'speed', 'nutrition', 'capacity', 'height' (living things only), or 'size'. When comparing sizes, the game checks for things like if a piece of clothing would fit a person, which bench has a larger sitting area, which exit is larger, which posture an animal or person needs to fit through an exit, if an item fits into a sheath, or if there is enough space on a bench left to lie or sit down. Non-custom made items from shops (i.e. those described by a number) can also be compared.

The latter two variants try to estimate with respect to which property the given objects should be compared, or which things should be compared with respect to the given property. Such an estimation can never be perfect, so do not be surprised if it does not compare what you expected.

Comparisons with respect to weapon and armor quality are currently not possible, and might be added later.

See also: weigh
Hiding

Syntax:

```
hide

```

This command causes a character to attempt to conceal themselves in the hope to prevent detection from anyone who happens to walk into the room the person hiding is in. Great skill can prevent detection from even the most observant, with a bit of luck.  Hiding skillfully does not guarantee prevention of detection, but it does help.  The person hiding must remain as still as possible to prevent giving away their location completely. After the `"hide"` command is given, it takes a short time for any character to find a hiding spot and assume the proper frame of mind.  Once this period is over, the character will attempt to hide.

See also: reveal, sneak
Rumor

SYNTAX:

```
inquire <person's nickname>

```

THIS IS A NEW FEATURE LARGELY IN TESTING.  THERE ARE NO GUARANTEES IF THIS FEATURE WILL REMAIN PERMANENTLY IN THE GAME, CONTINUOUS TWEAKS ARE EXPECTED.  PLEASE REPORT ALL ISSUES AND ABUSES WITH THIS COMMAND TO THE BUG BOARD.

The basic concept of rumors is to solve a gameplay issue:

How to find other players to RP with, without resorting to OOC means. Channels are not for IC purposes, tell between players are not allowed, many times it seems the only way is to contact someone via means outside of the game. In character, given the background of Accursed Lands, magical artifacts and spells are also not a universally accepted form of locating someone within the world of Accursed Lands.

Rumors are a solution to allow players to query the VNPCs (in a crowded area, usually a tavern) concerning the whereabouts of a person.  The game will try to tell you, via an acceptable IC means. Currently not all players are recorded in the rumor system yet. This is gradually updated as players log into the game, and move around the world. The rumor system is currently active in the town of Banzar; players are welcomed to test it.  Again, please report all issues and abuses as soon as possible.
Put

SYNTAX:

```

```

```
put down [object]

```

```
put away [object]

```

This verb allows you to move objects into containers, onto furniture, and other surfaces. "`Put down`" will cause your character to set an object down gently instead of dropping it. `"Put away`" will make you sheathe or retire an object such as a weapon.

See also: get, drop, sheath
Skill

SYNTAX:

```
skill messages [off|on]

```

```
skill messages

```

The skill messages command allows you to specify whether you wish to receive messages on learning-related thoughts that occur to your character. Setting this to "on" means you get these messages, while setting it to "off" prevents them. Typing `"skill messages"` by itself will show your current setting.

SYNTAX:

```
skills {creator|[person]}

```

The skills command lists all of the skills your character currently has and your current ability level in each.  To get an idea where each of your skills stands in the overall scheme, see `"help levels"`.

SYNTAX:

```
skill [group]

```

```
skill [name]

```

```
skill listall

```

This version of the skill command will allow you to see groups of related skills at once, while ignoring the other skills.  You can still see the other skill in the full list using the `"skills"` command. Currently, the available related groups are:

* combat
* styles
* knowledges
* lore
* languages
* physical
* crafts
* magics
* listall

Also, particular skill names can be used directly to show the skill level in that one skill only or part of a name can be used by itself.

Example: `skill ba`

See Also: levels, stats
Keror

Keror is somewhat between Galemon and Yuzla in size and has a slight blue tint.  While it provides less light than Galemon, it provides more

than Yuzla, and of a less ominous shade.  Keror takes the longest of all to pass through all of its phases, but because of this it is seen as a good omen if an important event coincides with Keror's full moon. Keror has many small markings visible on its surface, all of them tiny darker blue dots.  It also bears one large marking, a blue-white ribbon along its bottom edge.

See Also:  moons, galemon, yuzla
Remove

SYNTAX:

```
remove <note #> from <board name>

```

This will tear a note from a bulletin board.  At the moment, posts may only be removed by their maker.

```
remove <clothing name>

```

```
remove <clothing name> from <target>

```

```
remove <target>'s <clothing name>

```

Note: You may only undress yourself, domesticated animals, or objects such as mannequins with this command. To take the possessions of the unconscious or dead, use `'get'`. This will remove a piece of clothing from a target, defaulting to oneself.

See Also: post, boards, wear
Age

On Accursed Lands, most characters start their life around the age of twenty years.  Unfortunately, most characters end their lives rather shortly after that.  Suffice it to say that the world of Terrinor can be hazardous to your character's health. However, if your character is judicious, and eschews reckless behavior in favor of self-preservation, it is quite possible to live to a ripe old age.  Characters over the age of 100 are not unheard-of. Currently, characters do not die solely of old age.

See Also: calendar, death