recursal/Fanatic-Fandom huggingface dataset:
Reimbursement

No creator is ever REQUIRED to reimburse a player for losses incurred, be they the result of bugs, crashes, or connectivity issues. The rationale is thus:

1. As beta testers, it is understood that players will run into bugs occasionally.  In fact, this is the primary purpose of their playing.
2. In order to be fair to all involved, reimbursement requires an extensive investment of time (investigation, arbitration, execution) which could be better spent working on improving the MUD (i.e. attempting to fix the bug responsible).

**Guidelines**

Reimbursement should:

* be applied only by those authorized to deal with players for troubleshooting purposes.
* be applied consistently within a singular incident; e.g. if a bug caused multiple characters to die, either everyone or no one would be reimbursed. If the same bug occurs a second time, you are not required to reimburse, but if you do, again, it's everyone or no one.

Reimbursement should never:

* be made without some kind of corroborative evidence.  Player logs are not considered evidence.
* be applied for an unknown or unverified bug.
* exceed the loss incurred.

As a general rule, if you do not understand how the loss occurred, you should not be the person to reimburse, evidence notwithstanding. For situations involving multiple losses of unverifiable extent, a blanket reimbursement of an arbitrary value may be made.

E.g. if everyone online was hit with a large amount of fatigue, it wouldn't be necessary (or reasonable) to bother determining the exact amount to reimburse.

All reimbursements should be didlogged by the administering creator. For brevity, didlogs may simply refer to a log file in the creator's directory.  Either way, the logs should contain a complete listing of the players affected as well as the method by and extent to which they were reimbursed. This is less to "check up" on creators than to aid in the dismissal of spurious "favoritism" claims.
Lemote

SYNTAX:

```
lemote [noise]

```

```
lemote [noise]#[action]

```

This works just like a shout, only it is customizable.  For example:

```
lemote piercing scream#lets out a piercing scream as she stubs her toe.

```

Or:

```
lemote loud melody of singing

```

Returns to people in the same room:

Jill lets out a piercing scream as she stubs her toe.

Jill releases a loud melody of singing.

Returns to people within shouting distance:

You hear a piercing scream from the south.

You hear a loud melody of singing from the south.

Now an example of a bad emote:

```
lemote breaking dishes

```

Returns to people in the room:

Jill releases breaking dishes.

Returns to people within shouting distance:

You hear breaking dishes from the south.

See also: pemote, passive emoting, tmote, omote, feelings, ic, ooc, roleplaying, emote, harassment
Perception

**Perception** is a skill governing how well your character can pick out details and find that which is hidden or otherwise difficult to spot.  With higher perception, your character will have an easier time of finding hidden things and will be less likely to miss fine details that are not obvious. This skill also reflects how well your character sees through the deception of others.  This includes detection of hidden persons, sleight of hand, and thievery, among other things. It is worth noting that, contrary to the rather broad meaning of the word, the perception skill is solely experiential. Acuteness of observation and general alertness are instead represented by the various sensory stats.

See Also:  stats, palm, palming, slip, pilfer, hiding, sneaking, search
Calendar

Terrinor's yearly calendar is broken into the traditional four seasons, each season having two months for a total of eight.  Each month contains three weeks, and each week seven days.  Below are listed the common names of the months and days, along with some common associations thereof. The first day of spring marks the beginning of the Terrinorean year.

**Months and their Associations**

Spring

* Losia - Changes and new beginnings.
* Adona - Love, searching, learning, and understanding.

Summer

* Salandra - Life and fertility, as well as the beginning of journeys and the growth of all things.
* Aundin - Balance and decision-making.

Autumn

* Marra - The harvest and the power of nature.
* Kandor - Magic, shadow, mystery and uncertainty.

Winter

* Halax - War, confrontation, chaos and destruction.
* Endres - Cold, darkness, and despair; this is normally the coldest month of the year.

**Days**

* Sunes - The day of the sun, of the beginning of life and the start of things.
* Kinres - The day of travel, of journey, changes and experience.
* Halanda - The day of markets and business, of selling, buying, and barter.
* Janda - The day of transition, of the middle of things, balance and learning.
* Navinid - The day of love and lovers, of young romances and old flames.
* Mantes - The day of returning, of completion, and of the end of journeys.
* Lunos - The day of the moons, of the end of things, of the dark night before the dawn.
Eat

SYNTAX:

```
eat [object]

```

```
eat bite of [object]

```

```
eat part of [object]

```

```
eat some of [object]

```

```
eat half of [object]

```

```
eat most of [object]

```

```
eat lots of [object]

```

```
eat all of [object]

```

Everyone must eat in order to survive on Terrinor.  If you don't get nourishment you'll soon find yourself growing slow, weak, and eventually passing out from starvation.  Similar to real life, the gathering (or slaying) of your meal will at first take up a good bit of your time. Unless you happen to be wealthy enough to afford your meals from a pub or market, you must take care to provide for your next meal. Many of the species on AL are omnivores, able to eat both meat and various plant species.  There are also some carnivorous species that prefer only the flavor of meat above all else.  Likewise, there are those species who cannot eat meats and will instead eat only plant matter.  Less commonly are the few who can obtain nourishment by standing in a patch of sunlight, having no need for the messy consumption of bits and pieces of plants and animals. Not all edible things will be good for you to eat.  Use your common sense when choosing your next meal.  Beware of anything lying about as there are plenty of unsavory characters who have no qualms about pouring poison onto a tasty bit of food and wait for the next hapless victim to succumb.

Hunger Levels:

* Stuffed
* Full
* Satiated
* Not Hungry
* Peckish
* Slightly Hungry
* Hungry
* Very Hungry
* Famished
* Ravenous
* Starving
* Dying of Hunger

See Also: butchering, gathering, forage, drink, taste
Search

SYNTAX:

```
search

```

```
search [object]

```

```
search for [object]

```

Sometimes not everything is in plain view for you to see. Searching allows you to dig a little deeper to see if any additional sensory information or even hidden objects might be present.

See Also: listen, touch, taste, smell, perception
Learning

Why am I not learning?  Why am I not getting more experience?  How do I get to become unskilled at something?  How does learning work?  How do I learn something?

Just like in real life, learning on Accursed Lands happens when you do things related to a particular skill.  Wandering around in a particular city will give you lore of that area, listening and speaking a particular language will help you learn and improve that language.  When you whittle various objects, you learn and improve your whittling skill. With learning, there is a concept of difficulty.  Difficulty is firstly related to the skill; some skills are inherently harder.  Then, it is modified by a lot of factors in your environment (depending on what you are doing). If the task is too simple, you cannot learn anything from doing it.  So your skills would not improve.  The same goes for the extreme when the task is too difficult, you also cannot learn anything from it.

The best way to learn is to tackle problems that are slightly beyond your reach.  This isn't always easy to do without some experience on Accursed Lands.  The method taken by many players is to keep working on something and when they've stopped learning, move on to some more difficult task. Talking to experienced players help a lot.  Please do not ask about this on the channels.

If you believe that a particular skill can not be learned (has a balance problem), please report it on the balance board to the creators. If you notice that you are no longer learning a specific skill, and have been working on that skill for a while, it might be a good idea to take a break for a while and try something new.  As in real life, there comes a point of diminishing returns when trying to learn everything about one subject in a short period of time.
PK

Player killing is a term which refers to the slaying of a Player Character(PC), as opposed to a Non-Player Character(NPC). It is worthwhile at this point to mention that for roleplay reasons, no distinction should be made between NPCs and PCs.  NPCs are still characters, and thus your character should not treat them in an appreciably different manner, though allowances should be made for the limitations of programmed behavior.  Those who kill NPCs are as guilty of murder as those who kill PCs.

Player killing is allowed in Accursed Lands; there are no special restrictions placed upon it.  That said, if you are going to kill another player you should have a good In Character(IC) reason for it. A psychopath, murdering thief, or mercenary would have a valid reason to kill, though each would require more roleplaying than simply PKing at random.  To kill 'Just cuz I felt like it', because you know this person in Real Life and want to have some fun with them, or any other

Out Of Character(OOC) reason is not acceptable and very bad roleplaying. Those who are very new to the game come equipped with a 'shield' (often called a 'newbie shield') protecting them from PKing long enough to get their bearings.  Naming someone with this protection something like Attack later or otherwise marking them for future victimization is frowned upon intensely.

Remember that killing people will most certainly not leave you very popular, and friends or family of the deceased may wish to take revenge or put a price on your head.  Player killers come in all shapes and sizes so remain cautious and be careful.  Good luck.

See also: roleplaying
Lore

The lore skills are somewhat abstract.  They represent the knowledge your character possesses of a particular place, thing, or activity. For instance, while your character may know their way around a city because you as a player have explored it before, they will require a bit of a lore skill to remember names and specific facts associated with the area.  A lore skill associated with an activity or thing, on the other hand, will be useful in helping your character identify possible hazards or obscure details related to the subject. Knowledge of a particular area and its surroundings are learned in many subtle ways, the most obvious being to simply explore the area.

As stated before, developing an area lore skill will result in your character recognizing road names, shop locations, and general information about the area itself.  Some areas may even reveal secrets to those with the appropriate lore. All knowledge of lores can be recalled at will; the better your under- standing of the lore, the more you are likely to recall at any given time.

For information on skill lores, please refer to the corresponding help file.

See Also:  recall, herb lore, city lore
Helpsay

SYNTAX:

```
helpsay <player> <helpfile>

```

This command is used to suggest to a player that reading a certain helpfile might be a good idea.

EXAMPLE: `helpsay john ooc`

Would show you:

You suggest to John that they read help ooc.

And John would see:

You might find it helpful to read help ooc.

Only you and John will receive these messages; it will be 'silent' to all other players in the room.

See Also: helping
Channels

SYNTAX:

```
newbie /on                Turns channel on.

```

```
newbie /off               Turns channel off.

```

```
newbie [message]          Sends out your message on channel.

```

```
newbie :[emote]           Sends out a feeling/action on the channel.

```

```
newbie /last              Displays the channel history.

```

```
newbie /ignore [person]   Ignores messages from a given user.

```

```
newbie /unignore [person] Remove a user from your ignore list.

```

```
newbie /ignores           Lists the users you are ignoring.

```

The above commands work with all channels.  Simply substitute the name of the channel you wish to turn off/on in for "`newbie`" in the syntax shown above.

Available channels:

* Newbie: The "`newbie`" channel is for "newbie" players to ask questions and get help and information about the MUD.  It is meant to ask OOC question regarding how to get started.  It is not meant to be a means of communicating information about location, death, quests or any other IC related topic.  Please be helpful if you listen to this channel.
* Chat: The "`chat`" channel is for OOC discussions about all sorts of topics. Feel free to yak away on this channel, but remember to respect the other players. As a general rule, if someone politely asks that the topic be dropped, drop it.

* LFG: The "`lfg`" channel is provided in order to help players find each other. The channel is considered OOC and should be limited to discussing locations to meet near commonly known population centers.
* Hints:  The "`hints`" channel is available to all players but is designed for newbies.  It tells basic syntax for commands and points out things that we creators feel are important to know. It is designed to eliminate some of the frustration when getting used to a new command system on a new game.

A few words on ignores

Ignores are channel-specific, so you can ignore an annoying person on [chat], but still help them if they have questions on [newbie]. Comments from ignored persons will not show up when made, but will still be added to the channel history. Ignoring a creator has no real effect.

See Also: OOC, IC, harassment
News

SYNTAX:

```
news [last]

```

```
news [#]

```

Users of Unix will remember the lovely news system provided.  Guess what, we think it's the best way of making public announcements (short ones anyway) for players.  So we've added the news system into code. When you log into the mud, if there are new news a small announcement will tell you.
Harassment

Sexually explicit or derogatory language will not be tolerated.  If your actions offend someone and you are asked to stop, then do so.  All of us like to have fun and joke around, but if you are hurting someone's feelings, making them angry, offending them, or posing a threat to them, it is no longer fun.  Use good judgment, but remember everyone is here to have fun.

Harassment may also result in the offending player losing the ability to emote, to speak, to use the channels, and/or the privilege to play for a period of time. If you are the victim of harassment, ask the harasser to stop.  If the harasser does not stop, make sure you have named the harasser, then enter an assist providing the name that you gave to the harasser and a brief description of their actions.  Retain a log of all relevant interactions, and a creator will review the log when answering your assist.

See also: swearing, channel behavior, mudsex, complaints, assist
Human

Humans are a large, strong race of bipedal omnivores, reaching an average height of slightly under two meters (6 ft).  They tend to be social, though they lack the organization to create many large-scale governments; most human cultures remain quite barbaric and are never fully united.  Most of their acts can be traced back to their pervasive self-interest; in the pursuit of their goals, individual humans range from quite resourceful to downright catatonic.  Most human cultures tend to be superstitious and very fearful of the unknown.  Humans possess a below average aptitude for magic.

**How to roleplay a human**

Accursed Lands' humans are somewhat different than real-life humans.  They're stronger, on average, with less readily-apparent sexual dimorphism.  An evenly-weighted cross between Earth's proto-humans and Neanderthals might produce something approximating AL's humans.

Humans, as a whole, are backward and barbaric when compared to their geographic neighbors the mysrrae.  Their social organization is laughable when compared to the great braman, kiisic, and rowan civilizations.

Organized human groups exist mainly for protection from outside threats, but also for protection from other groups of humans.  There is very little intra-race loyalty among humans, although they would sooner trust each other than trust a member of another race.  Most humans engage in low-scale farming, fishing, hunting, or nomadic herding.

Before the Wars, humans scratched and clawed their way across the face of the continent, inhabiting most of the arable lands and displacing goblins which, to this day, are relegated to badlands and marginal areas.  With the spread of the Great Rowan Empire, humans were chased back from their conquests, unable to check the tide of rowan expansion.  Only in Edra were humans mostly left to their own devices by the expansionist rowans.

Before the Breaking, the famed Kingdom of Edra was a coalition of titled landowners under the aegis of a King.  These days, its borders are reduced, and the King is mostly sovereign only over the city of Forest Heart and its immediate environs.  The King's nobles control bits of the Edran lands, but most of Edra is autonomous.

Humans are highly superstitious, and they fear the unknown.  They detest magic and will gladly form a pitchfork-wielding mob to slay anyone suspected of magery.  They know the misery caused by the Breaking, and they know that magic was its root cause, but they don't necessarily blame the rowans (or other races) for this catastrophe.  Instead, they think it was somehow caused by the Gods.  There have been isolated human cults who based some part of their doctrine on the practice of magic, but these were few, far between, and ultimately unsuccessful.

Humans will sell themselves as laborers to bramen (and in the past, to rowans).  They also have a reputation as ruthless mercenaries.  A strong-willed master who is able to control a crew of human workers will find them quite useful.

See also: races
Ambush

Syntax:

```
ambush <foe>

```

This command is used to initiate combat.  You may not ambush or attack someone who is out of combat if you are presently engaged.  If you are engaged by two or more foes, this command can be used to choose whom you will attack.  The syntax, in that case, is the same.

See Also: attack, fighting, weapons
Password

SYNTAX:

```
passwd

```

There are NO ARGUMENTS to this command. This command changes your character's password.  You will first be prompted to verify your CURRENT password, then you will be required to enter your NEW password twice. It is strongly recommended that you do not give your password to anyone, even your close friends.  This also includes creators.  A creator should never need to have you tell them your password.  If they do ask you for your password, please report it to an administrator immediately.
Fasten

Syntax:

```
fasten <fastenable object> to <belt>

```

This command affixes a suitable item to a belt or belt-like object that is currently being worn.  Items fastened to belts act similarly to worn items in most respects; they may be seen and manipulated without having to specify the belt they are fastened to.  Not all items may be fastened to belts, and each belt can only support a certain amount of weight. In order to remove an item from a belt, use the "unfasten" verb.

See also: unfasten
Quit

SYNTAX:

```
quit

```

Causes your character to leave the game.  If you have recently been in combat or other interactive activities you may be prevented from quitting for a minute or two to prevent a player from 'escaping' the situation by quitting. Always "save" before quitting, just in case.  Otherwise there's always the possibility of losing things gained since your last save.  Crashes or reboots are both possible causes of progress loss; to combat this, we have installed an autosaving feature for your convenience.  Your stats, skills, and equipment will be the same as you left them when you return if you saved properly. Also, it is best not to leave the game by simply closing the program you used to connect, as this will not log you off immediately.  Use '`quit`' first and then close the program.

See Also: save
Logging

Syntax:

```
lumber [size] tree

```

or

```
lumber [size] <type>

```

This command will have your character select a tree and begin to cut it down if they possess the proper tools.  You can choose to let the game select a type of tree to cut down or specify it yourself; the larger and harder the tree, the longer it will take to properly lumber.  You can only log in forest wilderness areas, of course. You can opt to lumber a tiny, small, medium, large, or huge tree.

The target tree will be medium-sized if you do not specify a particular height. Fallen trees must be processed using a separate skill before you can sell them. The following words are all valid aliases for this craft:

* hack
* chop
* log

Also see: carpentry
Gifts

SYNTAX:

```
gifts [yes|no|off|on]

```

```
gifts

```

The gifts command allows you to specify whether you wish to receive an item that someone offers to you. Setting gifts to "`yes`" or "`on`" allows you to receive gifts.  Setting it to "`off`" or "`no`" prevents it.

Typing "`gifts`" by itself will show your current setting.
Aquaepura

Aquaepurae are bipedal omnivores capable of living on both land and in water.  They are thin and reach an average height of about two meters (6.6 feet).  Though not physically powerful, they are cunning and manipulative.  When out of water, they are physically almost indistinguishable from bramen, and they quietly share much of that race's culture and living space; however, they are deeply (and some would say rightfully) distrusted by their unwitting patrons.  They are primarily survivalists; the continued existence of their race is their only universal goal, which they often try to ensure by gaining dominance over the bramen they abide with.  They bear a strong territorial enmity for livathi, and their deepest and most abiding fear is for the annihilation of their species.  They possess an above average aptitude for magic.

Note:  A positive IC and (at least) neutral OOC peer rating is required to play an aquaepura character.

See also: races
Assist

SYNTAX:

```
assist <message>

```

To add yourself to the queue

```
assist remove

```

To remove yourself from the queue

The <`message`> is the reason you are asking for an assist. Please make this reason as detailed as possible so that the assisting creator may help you better. Once you have written an assist, it is added to the queue and creators on duty are messaged that you have asked for assistance. If no one is on duty that can handle your type of request, your assist will remain in queue until someone arrives who can help you. If you leave Accursed Lands before a creator can contact you, your name will remain in queue, but creators may not be able to handle your request until you next log in.

Rules for Using Assist:

1. Assist is for serious issues only. It is for a problem that needs immediate attention and causes your character to not be able to function properly. Be sure you have not overlooked a solution you can find on your own before making an assist call. A good reason for an assist would be that you are trapped in a room with no exit due to a bug.
2. Bugs that do not affect your character's function should be reported by using the '`note bug`' command.
3. Do not ask for a particular creator on an assist message. They may not be available and they may not be able to assist with the type of problem you have. Some creators cannot see your assists, so just because you see a creator logged on, it doesn't mean that they can help you. If you have an issue a particular creator was addressing, and the issue is not resolved, it is advisable to send a mudmail.
4. Abuse of these rules will result in punishment, the first being banishment from using assist for a oneday period. Creators are busy; we ask for your cooperation in utilizing our time in the best ways.
Alias

This command will allow you to shorten your typing by having access to certain phrases you type all the time.  There is a maximum number of aliases allowed for each character, but you can build them as you like.

SYNTAX:

```
alias                      Enter the alias menu.

```

```
alias <alias> <command>    Set the verb <alias> to execute <command>.

```

```
alias <alias>              Check the value of <alias>.

```

```
unalias <alias>            Remove the alias specified.

```

Alias expansion can be avoided by adding a \ to the front. For example:

`alias grin grin like a freak`

`grin`

You grin like a freak.

`\grin`

You grin.

You can specify variable text by using $# to represent additional words, where # is a numeral character. This sounds more complicated than it is. Example:

`alias pi put $1 in $2`

`pi torch pack`

You put a wooden torch into a canvas backpack.

Each $# will only take a single word, so:

`pi second torch pack`

would result in:

You can't put a second in a torch pack.

Using $\* will match all words from that point on. Example:

`alias sayto emote turns to ~$1 and says, "$*"`

`sayto bob No, I hate you.  Go away!`

You turn to Bob and says, "No, I hate you.  Go away!"

NOTE: $\* is automatically appended to the end of your alias.

When entering aliases in the alias editor, you have the option of allowing space omission. What this does is allow you to leave off the space between an alias and any arguments (variable text) it might have.

NOTE: This can cause problems when an alias conflicts with the name of a longer command. For example, an alias of "y" with an expansion of "emote nods agreement" and space omission enabled would act as follows:

`yell Hey!`

You nod agreement ell Hey!

Thus, you would have to type:

`\yell Hey!`

In order to actually yell (or use any command starting with '`y`').

See Also: history
Complaints

It may happen during the time you are playing here that you will have a complaint about the way something was handled, or with the way that something works.  If this is the case we ask you to consider the following very carefully before you voice this in a public forum or elsewhere.

1. You are playing here for free. (Though if you want to donate to the upkeep costs, or see how MUD financing works, please visit the finance board in the OOC zone.  That would be very much appreciated.  Donations do not entitle you to any special treatment though, and are purely for that warm fuzzy feeling you get inside by knowing you helped in some way.)
2. The staff has poured countless hours of blood, sweat, tears and love into getting this MUD to where it is today.  We are by no means perfect and do make mistakes.  Pointing out mistakes politely via the appropriate board is much more appreciative of our efforts than complaining about the way things are.
3. Consider your personal contribution to the MUD.  We consider EVERY SINGLE PERSON here a part of our team to build this MUD.  Are you helping out by reporting bugs so we can fix them, or abusing them?  Are you cheating and taking up time for creators to deal with you, thus preventing progress on coding and area building?  Are you on our team or working against us?  If you are not helping us, and are hurting us, you are not part of our team and shouldn't be here.
4. If your complaint is going to lower our morale and thus, our productivity, why are you doing it?  Morale is one of the most important factors in productivity.
5. Don't complain.  If none of the above made sense, then just don't complain anyhow.  If you are having trouble expressing an idea you have in a way that is not a complaint, here is a suggestion and example.
	* COMPLAINT(bad):   This thing really sucks.  I hate you all!  die! die! die!
	* SUGGESTION(good): This thing would be better if we did it this way...

All that said, we really appreciate everyone who has provided constructive criticism and feedback over the years, and provided suggestions in improving the game for everyone.  Without you, Accursed Lands would not be where it is today. Many thanks, salutations, reverberations, inconspicuations, wubs and shtopf!

Accursed Lands Staff.
Literacy

Syntax:

```
read [what]

```

**Literacy** measures how well a person can read.  What may be nothing more than lines and squiggles to a common adventurer (reading isn't as widespread on Terrinor as it is on Earth) may be beautiful love poetry to the literate scribe.  It is feasible that readers could make a pretty penny dictating letters, signs, and such to their less privileged friends.

See also: speak
Encumbrance

All the items you wear or carry will add to your weight/encumbrance level. The more you are carrying, the harder it will be to travel and will thus affect your movement speed just as it would in real life. Your strength will also have a great bearing on how much total weight you can carry around with you.  Carrying a lot of weight can also affect your ability to balance properly.  This can influence other skills down the line so be careful and selective with how much you carry!  It's advisable to carry as little as you need especially if you are small or not too strong.

Encumbrance levels are as follows:

* not carrying a noticeable amount of weighy
* carrying a noticeable amount of weight
* slightly encumbered
* moderately burdened
* encumbered
* heavily burdened
* overloaded
* intensely overloaded

Type `"info"` or `"burden"` to see your current level of encumbrance.
Roleplaying

For those that are new to the pastime, here's a quick overview of the concept of roleplaying, or "RP" as it is sometimes abbreviated.

As the name may suggest, roleplaying is the process of building a character, acting and reacting as that character would in any given situation, and guiding that character's growth over time.  This is similar to acting out a role in a play (or film, if you're so lucky), except that there is rarely a script; you'll have to ad-lib just about everything.  While it may seem intimidating, all it really takes is practice, determination, and (probably most importantly) a good character concept.  Don't worry about being perfect with your first character, just try your best; the other players will probably forgive a few minor slips.

Remember that although this game is meant to be fun, other people much like yourself are also playing it.  Situations that are intense, terrifying, or saddening are acceptable and even encouraged (our theme is rather dark, after all), but if the only reason you cause such situations is to annoy other people, abuse the rules, or power-trip, both other players and the Eternals of Terrinor are likely to view your actions in a rather dim light.  There is a difference between playing a carefully developed character who happens to be a murderous sociopath and killing other player characters for your own personal kicks; don't assume that others can't see that distinction.

As to the nuts and bolts of how to roleplay a character, it's often best to start with a basic concept, then flesh it out as needed.  You can have just as much fun with a character you thought up in five minutes on the subway as one you've developed for hours; the idea is to pretend to be someone else, not to win a Pulitzer.  Think about how your character would act in certain situations, how they normally dress, what they like to eat.  Develop their hobbies, their habits, and their quirks.

Try to stay away from grand designs and ambitions; it's the little things that make characters fun and believable.

See also:  roleplaying tips, anachronisms, characters, OOC, IC
Polo G - Fortnight

**Fortnight**, unofficially known as many names like **Road to Riches** and **Feelin' Like**, is a song by Polo G that was released on December 3, 2021. The song appeared to be the eighth track to Polo's first deluxe, Hall of Fame 2.0, in between Unapologetic and Decisions.

## Description

“Fortnight” was first introduced on June 10, 2021, when Polo G went live on his Instagram to preview snippets of his third studio album, Hall of Fame, and other snippets soon to be released later on in his career. This song, however, was not part of Hall of Fame, but did appear to be on the deluxe version. And finally, on December 3, 2021, it was released on Hall of Fame 2.0.

## Awards and Nominations

**Fortnight** has no awards or nominations

## Lyrics

Uh, this just what I'm feelin' like

Uh, oh-oh, oh, oh, oh

Uh, this just what I'm feelin' like

Uh, feelin' like, uh

Uh, half a million cash, this just what I'm feelin' like

Yeezy match my Dior bag, that's just what I'm feelin' like

Steady missin' all my guys so I ain't feelin' right

We got soul ties like I met you in a different life

Uh, uh, I wouldn't lie to you

Swear if we locked in, I'll die for you

Road to riches, I'm ridin' through, uh

Steppin' on they necks in a designer shoe, uh

Uh, I got jet lag

And that new coupe, it go vroom, yeah, that 'Vette fast

Took off like rockets towards the moon, keep them checks cashed

And we gon' sweep up like a broom when that shit blast

I speak no lie, that's facts

My lil' sniper on the left of me like Mad Max

And we don't rock with opps so we can't cut them guys slack

Out there posted in the field like a halfback

Now when it come to chasin' mills, I gotta have that

Uh, half a million cash, this just what I'm feelin' like

Yeezy match my Dior bag, that's just what I'm feelin' like

Steady missin' all my guys so I ain't feelin' right

We got soul ties like I met you in a different life

Yeah, I been stuntin' on 'em like I skateboard

And they say it cost to be the boss, well, I can pay for it

Feel like a real solider tryna live through everyday war

I come from a city, if they starvin', they'll take yours

I made it out so my Patek be feelin' like a trophy

I got twenty-four chains, ballin' like I'm Kobe

Felt underrated, had to gain my recognition slowly

I bet she gon' say I'm the realest if she get to know me

Uh, half a million cash, this just what I'm feelin' like

Yeezy match my Dior bag, that's just what I'm feelin' like

Steady missin' all my guys so I ain't feelin' right

We got soul ties like I met you in a different life

## Trivia

* The official audio for "Fortnight" has about 900K views, 35K likes, and the dislikes doesn't show.
* The official music video for "Fortnight" has about 5M views, 200K likes, and the dislikes doesn't show.
* The reason why Polo never used profanity in this song it's because the song was meant to be on Fortnite, a shooter game.
Descriptions

Do not tell the reader that a room is filthy.  Instead, describe the state of the room and let the reader draw his own conclusion.

This is not an effective description:

This small room is filthy, disgusting, and is home to a lot of bugs which fly around in a very annoying way.

Apply the 'show, don't tell' rule to this description:

This closet-sized room is littered with dirt and globs of decaying flesh.  The walls are covered with grime, and a buzzing cloud of tiny winged insects fills the air.

It is a mistake to assume the reader has any knowledge of nearby room descriptions.  This common problem occurs when writing several descs concurrently; it's easy to think of the descs like paragraphs in a continuing story rather than discrete chunks of descriptive text that must stand on their own.

This is a bad description:

The corridor continues to descend deeper into the earth. The air gets cooler and the once-faint background hum is now identifiable as the sound of rushing water.

Make the description stand on its own:

This long, straight earthen burrow gently descends to the southeast.  The cool air is calm, but an occasional warm draft blows through the area from uphill to the northwest. Downhill, the rumble of rushing water can be heard in the distance.

It's tempting to dig deep into your vocabulary and dust off those big, fancy words that you learned in school.  However, individual words shouldn't call attention to themselves. This is a desc that suffers from delusions of grandeur:

From the heavily-raked eaves of this abode dangle pendant spears of frozen moisture, dripping like the venomous fangs of a slathering beast.

Change it to this:

This house features a steeply-sloped roof that supports a row of dripping icicles.

Use the appropriate number of adjectives. It is always better to do away with unnecessary adjectives and overlong descriptions.  Throw out your thesaurus.

The highly polished circlet of metal clasped tightly about her graceful neck blazed with a reflected fiery radiance that bespoke the violence of its birth in the forge-fires of a forgotten dwarven smithy as she turned her gaze to the rosy fingers of dawn that uncurled inexorably across the azure sky.

While there's nothing grammatically wrong with that sentence, I feel dirty just writing it.  Here's a better one:

Her necklace flashed with reflected light as she turned to watch the sunrise.

Here's the same sentence with a few tasteful adjectives added:

Her silver necklace flashed with a warm blaze of reflected light as she turned to watch the autumn sunrise.

If at all possible, do away with the word 'you' in descriptions. Remember that someone viewing a room description might be peeking in from a different room, or scrying from afar.

In front of you stretches a long wooden counter.  To your right is a window which looks out over a river.

This should be changed to:

A long wooden counter sits near the northern wall.  In the east wall is a window which looks out over a river.
Lag

What is lag?  Here at Accursed Lands, lag is the demon entity of demons, master of interference, and just plain bad.  Lag is an unforgivable enemy in the face of death.  No one can run from it, no one can hide from it.  It will catch you and drag you into its pit of darkness. Actually, lag on a MUD is defined as a temporary slow-down with your connection to the MUD.  Any commands you try to send, such as "whittle torch", will be delayed by any amount of time from a few seconds to a few minutes if your connection to the server happens to be lagging.  Some of the reasons for experiencing lag could be anything from too much traffic going on in the MUD to a bad connection.  Sometimes the MUD itself can be lagging as well.  A coder could be implementing code that could cause the rest of the MUD to slow down temporarily.  If you're connected via Internet, lag could be caused by Internet traffic as well.  Basically, lag could be a problem between you and the MUD itself.  An easy way to tell if you have lag would be if you type a command in that doesn't happen instantly, but a noticeable few seconds later. If you do experience lag while playing, you do have a few options to clear it up if it's not the MUD itself:

1. Most of the time you can wait for a few seconds for it to clear up and yo can continue playing.
2. If it's persistent lag, (as in keeps occurring every 5 minutes) you can usually disconnect and then reconnect to your server.
3. And, as a last resort, it may be a problem with your computer itself.  It could be slowing down due to memory loss or some other related problem.  If that occurs, you could possibly restart your computer.  You should probably only use this as a last resort so you don't have to waste your precious gaming time here at Accursed Lands.

Lag can be very unforgiving when it comes to intense situations.  No reimbursements will be given for any lag-related deaths.
Item Requirements

To make an item, fill in the following template:

* Short description: 'pretzel'
* Long description: 'This is a strip of baked dough wound into a knot and covered in coarse salt.'
* Weight (in kilograms): 0.1kg
* Smell: 'It smells like bread.'
* Taste: 'It tastes salty.'
* Touch: 'It is smooth, with small rough grains embedded in its surface.'
Afterwards, refine your item until it passes the following test:

* Is there a noun used in the object description that the average person would not have some general idea of the noun's visual appearance? For example: there is a snoopdorf here. This would be better written as: there is a small oval metallic object here.

* Does the object say the player experiences a particular feeling, rather than have descriptive writing attempting to guide them towards it?
* Does the smell, taste or touch messages give away what the item is? For example: 'The pretzel tastes salty.'  Consider that you can smell, taste and touch an item even when you are blind, and thus, cannot see exactly what it is.
* Does the object ask the player any rhetorical questions, like it's a rock.  What did you expect?
* Does the object have any typos?
* Is there anything about the object that doesn't reasonably fit into a medieval time period?
* Is a description circular?  For example, to describe a rose you put: It's a rose.  Well, you still haven't described what a rose looks like.  Making non-circular descriptions isn't always easy.  In general, if someone were to ask me what a rose smells like, I'd grumble, drive to the store and get them one, grunt, and say 'Smell it', but we can't do that here. Be creative!
* Is the item simply mediocre?  This is not to be used as a catch all in case someone doesn't like your creation, but if it passes all the requirements just barely to squeak by, it can be asked that you add some spice to it.

See also: submissions
Actions

Like the original Zork games, Accursed Lands is able to understand a wide range of user input, unlike most other MU\*'s which normally require very terse and specific commands.  However, Accursed Lands is a computer game, not an English professor.  Therefore, while it does its best to understand what you type, it does have its limits. Typically, you phrase commands as if you are telling your own body what to do.  Your body then responds with what it sees, hears, feels, tastes, and smells.

The following examples should give you an idea of what is acceptable:

* north
* go north
* go through the window
* give the red scarf to the old man
* eat my oatmeal cake
* look through Lathander's crystal ball
* look at my left hand
* look at the green-eyed mysrra's torso
* get the red cake
* smell the yellow flower on the table
* ask the braman about his jacket
* get two torches
* get nearest sword
* look at nearby cards
* drop my second torch
* drop my torch 2 (does the same as above)
* drop my last torch
* drop my second last torch
* put the needle in my bag
* put held weapons on the table
* kill the third goblin

For a listing of all of the working verbs, type `'verbs'`.

There are several 'key' words that you may or may not guess, so we're listing them here.

* thing    (referring to a non-living object.)
* person   (referring to a living being.)
* my       (referring to an object you have in your hands or are wearing.)
* held     (referring to an object that you are holding in your hands.)
* worn     (referring to an object that you are wearing.)
* nearest  (referring to the nearest object by that description.)
* farthest (referring to the farthest object by that description.)
* nearby   (referring to any close object of that description.)
* here     (referring to the room you are in.)
* opponent (The person you are currently attacking.)
* first, second, third, etc... (Referring to the nth object.)

Some points to keep in mind:

Always start any sentence with an action verb. Use adjectives to distinguish between like objects, for example, if you see a red book and a green book, if you do not specify which you mean when talking about a book, Accursed Lands will assume for you, and as with all assumptions, may not always be right. If there is any input you think Accursed Lands should accept but it does not, please use the idea command (see '`help note'` for use of this command).
Show

SYNTAX:

```
show [item]

```

```
show [item] to [person]

```

When used without a target, this command displays an item to everyone in the room.  With a target, it only shows the object to the specified person.  This command can be used for various effects, such as advertising wares, showing off a prize of some sort, and many more purposes as well.
Score

Accursed Lands is a roleplay MUD, first and foremost.  We try to avoid numbers (objective comparisons of one character to another), and promote a more subjective concept of progress within the MUD.  Consequently, we do not have a 'score' command.

Here is a (non-comprehensive) list of commands that may provide some of the information that you're looking for:

* `info`
* `health`
* `skills`
* `stats`
Color

SYNTAX:

```
color <area> in <colorname> and <colorname>

```

```
color reset <area/all>

```

```
color settings

```

This command lets you customize the mud colors for your screen.

Area Names:

title, exits, description, items, channels or channel name, speech, prompt, tells

Colors:

Colors are: red, blue, orange, yellow, green, white, cyan, and magenta;

Background colors are: b\_red, b\_blue, b\_orange, b\_yellow, b\_green, b\_white, b\_cyan, and b\_magenta

Foreground colors may be altered by use of the word 'bold'.

Background colors are always bold.

The 'flash' specifier is also available for those that desire it.

Examples:

```
color exits in green and b_yellow

```

```
color channels in bold and cyan

```

```
color items in flash

```

Using the `color reset` syntax will revert an area type to a default. `'color reset all'` will reset all area colors to the default.

See Also: ansi
Sleep

SYNTAX:

```
sleep

```

Sleep can be achieved when you are weary or very fatigued.  It helps to lie down, and for best results, lie down on something comfortable like a bed or a couch.  Sleep is a fast way to ease the healing of wounds. While asleep, one cannot defend oneself, so it would be wise to sleep somewhere safe from thieves and other unsavory characters. To wake up from sleep, simply type `'wake'`.

See Also: lie, healing
Armor

Armor is used by wearing it. Armors can be worn on any limbs that they fit on. Some armors allow you to choose which part to wear it on. Typing in `wear greave on right leg` would be acceptable but `wear helmet on right arm` would not. Some armors will cover more than one part of your body. Some armors can also overlap, giving better protection to the part they cover. A hauberk and greaves, for instance, could overlap and give better protection to your legs. Some armors might not overlap in this way (a breastplate and a helmet will cover different areas, and thus will not overlap). Armor can slow you down and burden you, so take this into account before buying a full suit of armor.

See also: damage, damage levels, repairing
Crypto Donate

`BQC = bGUHrMz5Z6YzayK4AP4wgeDvEoaQ1YjK4n`

`BTB = BPAYSFp6fiUZLwKYLqqY7JiiQdnULDgCuL`

`BTC = 1KgfZZK8TqxDbVsGWStrHpYr2TxqXpBBS2`

`BUK = 3MUp1mmLc1iBR7YCvQ5L8UoWwBpQa6S9iE`

`CDC = C4V7Ya7bNPyANPbGAyfnLKWiDLdXWSQaPe`

`CNC = CQtacRNzHXR1UcXjoV8CMLc8T6ySmca4b3`

`DGC = DQvbKfPMx3zrGjPriktjCXeT23HTqBg5fJ`

`DOGE = DQVHnLF1xynQ2RNAbUBST9q3CVRsEu2cTy`

`DTC = DMdyL82TmKvM1dohpuqAPkwRLL3s3FY51E`

`DVC = 148KhGq2FMaC9EnNWNETepaeMMuoZZn5r8`

`EXC = PUUoDGV3MpxtxKjbFGjdPyVdKjr2rzCHuz`

`FRC = 1KsmkUEgt1HmiGb2sSXz4ehxSNi8j474sH`

`FTC = 727irYQP2t2rKo9Zbc1vfXV7wctK7BrFSp`

`IFC = iM63DukbiAhUH8d4c6Z7AgYBog4qG2JMxc`

`MMC = MDwE8MKEV3uPGHf3qzqxBS1pRD7obbijoQ`

`MEC = M8PZNmuae9unJQmg4cALKcxBS269o3YBa9`

`NEC = NWyuFoPpEfwN5NUPFewFM4y4EUTymVaPuV`

`NET = nCHLf1HG7eRJoBswmqBHg1GvPJXLJNTijN`

`NMC = N8JaRn1BRNG5VNAJVfC2K5q1MNkzX7uuon`

`NXT = 1045471857436664752 (check that)`

`PPC = PWZ3baYhurCDdRrZdfmt3Ud6vzjyjpZnQb`

`PTC = PnzvZCrY2dBvnAdr9MYCWLsTWc5BdcwE86`

`QRK = QUhToC945rvzALqMyPHsbdQEdVszhJDKpY`

`RED = RZHPcZxtaXkMvPbXannfBz5hiJGT8QUeNk`

`SRC = sZJf1wyvczfbqMGFzC17Z87NtbN5JoecJ9`

`TAG = TJRPk2pFLeDBFwBg6eP8fLzmx97bVfKkSa`

`TIX = 93emrHiPwk2JNUtvoYp68L2nQaegPXqFwg`

`WDC = WSmubUvinpiSxDcaY8FbCFRzFJsQiFGjN9`

`XPM = AK9MWMPhe6N73pm2Sw96p1Ugyhp96Aptot`

`YAC = Y6om7yQ2ah7qp9euib86a3uQ6DB5TkuAY7`

`ZET = ZSQr8RsUnN65dks4nVPCda9oStXZWSM8o7`