Login
Username

Password

Remember Me

Learn how to register!
or
Forgot your password?
Request a new one!
Support
Like on FacebookLike on Facebook
Vote for AVATAR at TopMudSites!
Vote for AVATAR on TMC!
Follow us on Twitter
Donate to AVATAR using PayPal - Thank you!
Polls
What is your favorite anniversary event?
- view results -
Newbie Tip
When buying many of the same objects from shoppies, you can tell it how many you would like. For example, "buy 5 vials" to buy 5 vials. See"HELP BUY" for more details. - Daeron
Users Online
Guests Online: 1
No Members Online

Member Count: 528
Newest: Troyu
Gazette 1995-03-19
Articles | Archives | Gazette | 1995 Gazettes | Gazette 1995-03-19
======================================================================
  The Farside Gazette                   Vol II, No. 5 Mar. 19th 1995
======================================================================

 -------------------------------------------------------------------
  The Farside Gazette is published twice a month by AsaMaro in
  conjunction with (and full permission of) The Farside Staff

  The Gazette is written in 100% pure ASCII to assure maximum
  compatibility for all readers using whatever system they use

  Subscribe by writing to jderouen@crl.com and including just one
  word - Subscribe - in the body of your text

  Telnet to Farside at: mud.atinc.com 3000
 -------------------------------------------------------------------

                     Table of Contents
                     -----------------


                Page   1        Introduction
                Page   1        Table of Contents
                Page   1        AsaMaro's Editorial
                Page   2        Back Issue Notice
                Page   2        Player Bio: Leorick
                Page   3        Immortal Bio: Reflection
                Page   4        Building An Area by Draeger
                Page   8        Museum Field Trip by Marat
                Page  10        Interviewed by the Vampire by Dizzy
                Page  11        Interview With Two Clerics by Arundel
                Page  13        Top Ten List by Draeger
                Page  13        Additions to Farside by AsaMaro
                Page  13        Farside Birthdays by Ambrosia
                Page  14        Farside News

-------------------------------------------------------------------------

                            *
                  *  We Have a Winner *
                            *


Draeger won The Farside Gazette's "The Future of Farside" contest with a
group of proposed ranger spells.  His prize was a level.  As fate would
have it, the won level took him to level 51, hero.  Congratulations,
Draeger!

Terrapin took second place with his idea for an improved Flee command
while Arundel took third with a suggested Thank/Herothank modification.
Each won (or will be awarded, when I find then) an item or their choice
and cash, respectively.  Congrats, guys, and thanks for entering!

                   *         *        *

"A Helpful Guide to Building An Area", a collaborative effort by Crom
and myself, has been released.  The guide gives clear, concise
instructions on building an area and should be helpful to novice and
expert alike.

You can request the guide by sending e-mail to AsaMaro at
jderouen@crl.com.  Include in the body of your text:

     get builder.txt <mud name> <real name>

Let me know what you think of it!  As always, suggestions and comments
are very welcomed and desired.

                   *         *        *

This issue is a tad bit late due to the personal life of Joe DeRouen
interferring with the MUD life of AsaMaro.  My apologies to anyone who
was inconvenienced by the lateness of this issue.

                   *         *        *

Special thanks this issue to Arundel, Marat, Dizzy, and Draeger for
their contributions!   (And for making this issue win the title for
Gazette With Most Interviews In It! <grin>)

And thanks to all of you for reading,

   --AsaMaro

-------------------------------------------------------------------------

                 Back Issues of The Farside Gazette

Back issues of the Gazette are now available for FTP at atinc.com in
/pub/mud/gazette .  While you're scuttling about the internet, check out
Farside's new WWW page at http://zeus.atinc.com/mud.html .

-------------------------------------------------------------------------

                   * Farside Player Bio *

Name: Leorick                Age: 77 (RL) 18
Race: Half-Orc          Class: Warrior          Current level: 45


Interests and Background:

"After moving around so often (well, at least in his opinion), Leorick,
when asked where he's from, usually just replies 'The Maritimes'.  For
those unfamiliar with the area, the Maritimes comprise the three
provinces (of Canada, of course) north of Maine (PEI, New Brunswick, and
Nove Scotia).  He is presently going to the University of Prince Edward
Island, in (you guessed it!) Prince Edward Island.  He has been playing
since about late October of 1994, when a friend (Alamar) first
introduced him to the Farside, and hasn't left since.  After several
unsuccessful starts with various classes, he finally settled on the
warrior class after watching Alamar race through the levels very
quickly, while he was having trouble levelling as a ranger."


Advice to Other Players:

"Leorick's advice:  Group.  I just can't emphasize the importance of
grouping.  If you're a warrior (like me) groups like you because you
have the 'rescue' skill.  Warriors: practice that skill right away.  It
keeps people alive, and can sometimes save your life too.  In case you
didn't know warriors, you have the track skill as well, and no, you
don't have to practice it.  This skill (although it often leads you to
your destination the longest way possible :) is very useful.  For
example, if you're trying to find the Tower of High Sorcery.  Before
someone told me that I had the track skill, I would wander around,
getting myself quite frustrated, looking for the Tower.  But with the
track skill, I just go to the Shadow Grove, and track the adventurer.
Leads me right to it.  If you know the name of a mob in an area, but
don't know the exact directions, try the track skill.

Also, you can use the 'where' command to locate a mob in the area you
are in, but you have to know the name of the mob.  If you're locked in
Midgaard, try a 'where mayor' to find him and hunt him down!  This can
also be useful in quests like the greased pig, and you want to know
where the mob is."

-------------------------------------------------------------------------

                  * Farside Immortal Bio *

Name: Reflection      Age: (Game) Old (RL) 16
Race: Elf         Class: Cleric            Current level: 60


Real Life Interests and Background:

Reflection lives in Ottawa, Canada and enjoys reading, writing, and
spending time with her friends.  She's been playing Farside for eleven
months.  When asked to describe herself, she said: "I'm 5'7", have long,
light brown (almost blond) hair, dark brown eyes, and an average build.
I'm very enthusiastic, and very optimistic as well."


Advice to Players:

"The best advice i can give you guys, is to GROUP! Each class was made
so it would go well with the other classes. So be friendly, and people
will be glad to group with you, and they'll be helping you just as much
as you're helping them. Farside is full of friendly people, who will all
be GLAD to help you out, so be nice to them! Also, remember that mudding
takes patience. In general, a patient mudder is a succesful mudder. If
things are getting you frustrated, take a break! Everything will be
there when you get back. Most of all though, have fun out there!  That's
what Farside is for."

-------------------------------------------------------------------------

             Building An Area
                by Draeger

                              FOREWARD

   Writing an area for your favorite mud can be an enjoyable process. The
   thrill one gets from the successful completion of an area is much like
   the one achieved by doing a job well done. Sometimes, however, little
   things can mar the overall greatness of a completed area. Many times
   these detractors are things that could have been avoided by careful
   planning and design before work even commenced on the area. In this
   guide, one can find information on how to write a creative, themed
   area. Not all good areas abide by these general rules; Indeed, many is
   the time that the author himself has broken them. Nevertheless, a firm
   understanding and utilization of these guidelines will help one to
   design, construct, and debug one's own area. A final note is that this
   guide will not attempt to teach the reader how to create mobiles,
   rooms, etc. It is assumed that you have mastered those skills. If that
   is not the case, please refer to AsaMaro and Crom's excellent
   builder.txt for instructions first.

Design : The Missing Link

   Design is a crucial component of a good area. Design is largely what
   will let you transform the vague, misty images and ideas in your mind
   into a specific, concrete area. Sadly, this step is often skipped or
   minimized, resulting in confusing, odd, or boring areas. There are
   several aspects of the successful creation of an area design. Some may
   not apply to a particular theme or idea, but they are all good
   guidelines to start by.

   Acquiring a medieval viewpoint
          This step is one that is almost never used by the typical area
          builder. However, if one wants to create a successful unique
          area, it is an important step. It is very hard to successfully
          plan and write a medieval-based area while surrounded by and
          absorbed into a twentieth century world. The solution used by
          the author is simple. Typically, before starting planning an
          area, he will sit down and read a chapter of JRR Tolkien's "The
          Lord of the Rings". This proves to be a good "mindlink" to a
          fantasy/medieval outlook. Other good ideas would include any
          other fantasy/medieval author, perhaps some medieval music, or
          sitting in the woods or wilderness for a time. All these will
          help to shape your thoughts, and provoke ideas and images that
          otherwise would remain hidden. Some have found that modern
          music will have the same affect for area building, but the
          author's experiments are to the contrary. Listening to
          industrial, rock, or pop-style music is not the best way to
          drop into a fantasy mindset! Classical music or "soft" rock
          would work however.

   Create a history
          This guideline is much less obvious than one would think. Most
          people, when creating an original area, will think up a area
          theme, draw a map, then get started. Despite being the most
          used method, however, it has some drawbacks, namely the lack of
          any background or historical involvement in the area.
          Therefore, it is important to create a story that fits into
          your area. If the area is set within a large castle, for
          instance, the area will be much more interesting and exciting
          if it has a background, rather than just another generic
          castle. An area lacking a story or background is easily
          visible, by the somewhat generic feel to the place. The best
          areas will look and feel almost like a novel, with respect to
          the overall involvement in the area.

   Creating a convincing area map
          Drawing a map for one's area is, thankfully, a given. Without
          an area map, it is exceedingly difficult to create a
          consistent, realistic area. Therefore, this step is paramount
          to the success or failure of an area. To plan out an area map
          is simple. Most people will use a blank sheet of paper and a
          pen or pencil, though graph paper would probably be better. The
          author typically starts with a very rough sketch of the
          hallways, passages, rooms, etc, disregarding any details like
          room numbers. Then, the actual buildings and scenery is
          sketched in, even that which is beyond the rooms. This allows
          one to get a better grasp of one's own area. Usually after
          several refinements of the design, the final draft is crafted.
          Make sure to label all the important rooms, and to mark clearly
          where each "room" will be in your passageways, wilderness, etc.
          When it is completed, then carefully mark where each important,
          non-moving mob will be. Also, the author will usually make a
          short list of what each mob will carry, so as to make creating
          resets simpler.

Creative Writing : The Heart and Soul of an Area

   The most memorable part of an area is usually the setting and/or theme
   that the area is built upon. While design gives the content of the
   area, the writing element is the tool used to convey one's ideas to
   the players. As such, special emphasis should be placed on creating
   especially evocative images, sounds, and smells in the player's mind.
   These basic rules of creative area writing are based and drawn from
   the rules of a short story. Any who have taken even a high-school
   freshman English course should be familiar with the concepts presented
   herein. Nevertheless, even a moderately proficient writer should
   review these simple rules.

   Writing Style
          The writing style of the creator of the area greatly influences
          the final quality of the area. Writing style is a relatively
          nebulous thing. Every individual has their own opinions about
          different modes of writing, and each individual is right and
          wrong. Therefore, the best guideline is to stay consistent
          within the area. Changing from a poetic, light style to a
          gloomier, naturalistic style will destroy whatever realism you
          are attempting to create.

   Atmosphere and Descriptive Language
          A critical part of writing a well developed area is imaginative
          and invocative imagery. Ideally, the player should almost see
          in his mind the vision you are projecting. In reality, this is
          seldom achieved, but that should not discourage one from
          trying. The area should have an overall "feel", one that will
          become apparent to one reading the document. For example,
          consider the following passage from one of the author's areas:

     Stretched out before you is a forest of immense proportions. The
     blustery sun of a midsummer's day makes you seek comfort beneath the
     cool leaves of the tall trees. The buzzing of insects and the
     twittery chirping of birds is in the warm air. You travel into the
     shadows of the forest, feeling the heat of the day evaporate as you
     enter the cool dampness under the canopy. You may leave into the
     forest in any direction.

          Disregarding the style used, this represents a fairly good
          representation on the balance between terseness and
          descriptiveness. In other rooms in that same area, the same
          summer-forest atmosphere is carried along. A general tone and
          mood is set for the whole area, which, when explored in,
          creates a powerful experience for the player.

   Plot
          Plot in an area is unusual, for a good reason. The players on a
          mud are usually expected to create their own plot by
          adventuring. This is usually the case. However, in some
          situations, a storyline or plot can enhance the enjoyment of an
          area. A good example would be to include in the mobile
          descriptions bits of conversation. "Talking" to an old pirate,
          for instance, might clue the player in to the location of a
          secret room or passage. This can also be extended to rooms and
          objects; For example, looking at a note smeared with blood
          might reveal the will and testament of a powerful king. The
          will could then clue the player in to where a specific mobile
          is. Another way to involve the player is to write a custom
          spec_fun for the mobiles in your area. However, this method is
          generally frowned upon by upper management, because it
          introduces complexities into the already complex mud code.

Tricks and Technique for Area Construction

   The best design and writing will create a fun and exciting area, but
   there remains still the finishing touches that all areas should
   receive. This category is not a guideline for a well written area.
   Rather, it is a list of the many and varied ideas that can be used to
   heighten the drama, create interest, and more.

   Death Traps
          While hardly new, death traps can introduce tension into one's
          area. A deathtrap is defined as "unescapable" death, and is
          usually triggered by a player walking into a room with no
          exits. While the recall command has reduced the potency of
          deathtraps, a no-recall flag can be set on the worst
          deathtraps. The main problem with deathtraps is that players
          will often blunder into them completely unawares. The area
          author must therefor be careful to give strong clues and hints
          as to the nature of the deathtrap in the rooms around it. This
          will ensure that the player is given fair warning, if he or she
          is reading the room descriptions.

   Secret Doors and Items
          While somewhat similar, secret doors and items are created much
          differently. Secret doors are made by constructing a normal
          door, but not giving any clues to its existence in the room
          description. Since this is a true secret door, one that is not
          likely to be ever found, most authors take a "semi-secret"
          approach. That is, they give hints to its existence through the
          room description. For example, this excerpt is from one of the
          author's areas:

     You are creeping down a long hallway. Your footsteps seem to echo
     everywhere, disturbing the fragile silence with every step. The
     eastern and western walls are decorated with many tapestries,
     depicting a fierce battle between mages and clerics.

          The description hints of the existence of the secret exits without
          being obvious about it. Secret items are made much differently.
          There are several ways of creating them. The simplest is to
          make the item invisible. This will make it unaccessible by all
          without detect invisibility. To be fair, if this method is
          used, a short-duration potion of see invisible should be
          located somewhere in the area to give non-mages and their ilk a
          fair chance. The other method only makes semi-secret items. To
          use the second method, one has only to place the item on a
          mobile, or in a room, that is unaccessible without a special
          condition or key. An example would be a secret laboratory
          outside the main house, accessed only by entering a secret
          trapdoor in the woods.

   Adding Extra Item and Room Descriptions
          Again, this technique is not so much new as under utilized. The
          ability to add extra descriptions to items and rooms is a
          fantastic plot and storyline device. These descriptions add to
          the atmosphere of the mud, helping to fulfill the vision of the
          area in the mind of the creator. The primary usage of
          item-extra descriptions is to give the player a better
          understanding of the nature of the item. For example, this
          excerpt is again from one of the author's areas.

     You see a small, ornately carved ring. Beautiful golden mosaics are
     carved in bas-relief into the sides of the ring, and a sparkling,
     glittery sea-green emerald is carefully placed in the center of the
     jewel's golden palace.

       The second, less used usage of item descriptions is as a plot device.
          An example of this type of description is the sword Excalibur
          in Camelot. By advancing the plot with items held by mobiles,
          control can be placed over when the player acquires information
          on secret rooms, etc.

Conclusion

   As a final note, remember that these are guidelines, not rules set
   into stone. Following these guidelines to the letter does not
   guarantee a good area. The decisive factor in an area is the
   creativity and patience of the area designer. Only with those two
   traits can a writer successfully combine the many important
   components, and develop a grand, exciting, and fun area.

   PS: If you have any suggestions, comments, or additions, please
   contact Draeger.

-------------------------------------------------------------------------


                      Museum Field Trip
                          by Marat

My editor was clamoring for another interview. But, who should I talk to?
What do the readers want to see? With a heavy sigh and tired faerie toes
(that were really not twinkling by the end of a long day) I wandered
around Cobblestone Square. I found myself on a picturesque stone bridge.
I listened to the grumblings of a troll under that bridge. He was
mumbling nasty things about the museum just north of me. That troll has a
real attitude problem; he hates the visitors, the guards and all
the exhibits at the museum. Just to spite him, I decided to pay a visit
to the Museum myself.

Having created the place, I was familiar with all involved; yet, I
wondered how the museum monsters were getting along. Were they happy I
had brought them into being? I walked north along the stone path,
stopping to watch a pretty bird play in the bird bath, then walked up the
broad marble steps to the impressive bronze doors that formed the entrance.

I smiled at the two stern-looking Museum Guards who stood stiffly before
the door. They nodded in my direction as one of the guards took a sip
from his canteen.

Marat: Hello, How do the two of you enjoy your job? (One guard motioned
that the other should answer for the two of them.)

Museum Guard: 'S okay. Can't complain.

M: Have you found anything interesting about guarding the doors of a Museum?

MG: (The guard paused for a minute, looked up at the sky, then down at
his feet.) Not really. Pretty much like guarding anything. We stand here.
Visitors go in and out. (Both guards shrugged.)

I grew bored and impatient at this point, so after a mumbled 'thank you'
I opened the heavy doors and walked into the hushed confines of the
museum. I was nearly knocked down by a pair of visitors. The female of
the pair was chattering inanely at the male. They rushed past me before I
could ask a question.

I checked my timepiece, discovered I would be late for a meditation
lesson with Wu Tak if I didn't hurry. I decided to get a true feeling for
the progress of the museum by talking to the Curator. I found his office
off the Weaving exhibit. I knocked on the door and heard a cultured voice
invite me to enter.

Marat: Greetings, Curator. May I ask you a few questions?

The Curator: (He smiled and settled into the large chair behind his even
larger desk. I sat in an uncomfortable chair across from him.) Of course,
but I have only a few moments before I must meet some patrons. Funding is
always a problem for a museum.

M: I understand. I also have a pressing appointment. I only had a chance
for a cursory peek, but I think the exhibitions here are very attractive
and instructive. Do you feel good about them?

TC: I am relatively happy. If I could I would change a few things. (The
curator rolls his eyes.) That suit of armor who wanders is a bit much. I
would have preferred he stay in his place. And the velvet dress is
glowing pink! That is just not aesthetically pleasing. I blame it on my
assistant.

M: Assistant? I didn't notice one.

TC: And you won't!. (The curator bellowed, startling me. He then seemed
to calm himself settling farther back into his chair and steepling his
fingers.) Even one mistake in an expensive exhibition cannot be
tolerated. I dismissed my former assistant before the opening. I am
however, quite happy about the majority of the displays and the things
displayed. (I hear a tap at the door, the curator stands and welcomes in
two patrons. I smile at them, realizing I am intruding on an important
meeting.)

M: I can see you are quite busy, Curator. Perhaps another day when you
can squeeze me into your schedule.

TC: (The curator looks distractedly at me, already dismissing my
presence.) Yes, yes. Of course. Farewell.

I hastily exit his office and walk through the museum admiring a passing
bronze statue. My visit was brief, but there will be other days to
expand my mind. Other days to wool-gather among lovely art and
artifacts. I hurry down the marble steps and run to my lesson with Wu
Tak. He gets so irritated when I am late.

-------------------------------------------------------------------------


INTERVIEWED BY THE VAMPIRE
       by Dizzy


Dissatisfied with life, repulsed by death, feeling bored and reckless I
listened for the ten thousandth time as another nameless mob loosed yet
another piercing cry. The protracted death rattle was the only
remarkable feature I'd noted about its otherwise squalid existence. A
chilling wind quickly froze the blood of my latest kill, effectively
cementing the corpse to the stone that comprised the pavement of an
otherwise uninteresting avenue.

While I'm usually possesed of a cheerful disposition and winsome way,
the dismal weather and witless mobs had conspired to lower my spirits to
one notch above comtemplation of a Hemlock Cocktail, and this was *not*
a party town. That last kill gave me the usual, "earned 0 exp", I was
hungry, thirsty, low on hp, mana and love for my fellow man.

Leaning against the pommel of my sword, and contemplating exactly
why.....just WHY; I turned my head and found that I was no longer
enjoying a moment of peaceful reflection in solitude.  Considering my
foul mood, I'm still not sure why I reacted as I did. But, and you'd
have to experience it to fully appreciate it, I was drawn to the
fastidious man seated next to me. Simply stated, his presence was
magnetic. Strangely, no thought of lifting my sword and taking his head
occured to me. Even in my dour mood I found myself smiling and eager to
please this person I'd yet to speak a word to.

The moment was crystalline. I could no more break the silence than
shatter my gleaming crystal statuette of Dizzy. Then, slowly and
deliberately, he turned toward me. I was captivated by the golden color
of his eyes. When I say "captivated", you must realize that I cannot
express the quality of that unwavering stare. It was hypnotic.
Literally.

I'm unsure how long we sat there. I don't recall how or when we left
that dismal street and ended up here in this wretched house. There are
blood stains everywhere, but no corpses. The Master, Tiersten is his
name, requires me to stand watch over his repose all during the day and
I greatly fear that I am enslaved. But I am even more greatly afraid of
Tiersten. I marvel as I scramble to obey his slightest whim. I'm
sickened as I lure innocent adventurers into this house of death. And
yet...I find that I'm no longer bored, or hungry, or unfulfilled. I'm
not my own man anymore, but this isn't bad at all....

Why not come in out of that nasty wind.....you could catch your death
out there. Besides, I have a friend who would enjoy having you for
dinner.....

 >From recall to Tiersten:
2N,4E,2N,E,N,E,S,8E,2N,4E,N,3W,U,N,E,U,S

 >From Tiersten to recall:
N,D,W,S,D,3E,S,4W,2S,8W,N,W,S,W,2S,4W,2S

-------------------------------------------------------------------------


                        Interview with Two Clerics
                              --by Arundel


Clerics.  No group is really complete without one, and any group with
two is doubly blessed.  Some consider the Cleric to be the most powerful
class on Farside. It's the only class which can fight well, protect the
people in the group, AND heal everything in sight.  However, a lot of
people have also grouped with the inexperienced Cleric. I myself lost
over 300hp mid-combat because the Cleric I was with cast a 'heal' spell
while I was still fully pumped up by my +hp equipment.  With this in
mind, I hunted down two relatively high-level Clerics to see how they
handled healing, fighting, and protecting, the triple role of their
class.

Both Mistyblue and Lem were kind enough to come to the Temple of Dizzy
to sit with me and talk. I remember running into Mistyblue in Gangland
when that was THE place to be for leveling, and Lem, whom I had never
heard of, has only been coming to the Farside for a month.  Mistyblue is
in her 40s, and Lem is in his 30s, which makes them the perfect couple
to interview for a feature on their class.  In the following interview,
I have presented their words just as they were typed.  My own words,
however, I have changed quite a bit.



-Arundel:  Warriors like me don't even put  mana in our prompts.  It is
totally alien to us.  First of all, how do you manage your mana?

-Mistyblue:  I learned that, if it is a verry hard mob, to only faerie
fire it, and save my mana for healing and let my weapons do the rest.

-Lem :  I usually don't worry about mana. II just go crazy till I'm out,
but that doesn't happen in a battle.   It depends on if I'm grouped or
not. If I'm grouped, I just heal.  If not, I'll cast offensive spells too.

-Arundel:  What spells do you usually cast  on the people in your group?

-Mistyblue:  [I] always cast armor, protecttion, fly and bless if nothing
else.  I cast sanc to the tanker always and frenzy everyone else.

-Lem:  I haven't been grouping much, but whhen I do, I cast sanctuary and
all armor spells and bless, especially on tank.  Then heal when needed.

-Arundel:  Mistyblue, you mentioned two speells, fly and frenzy.  Are they
important?

-Mistyblue:  *YES!!!*  Fly is extremely impportant for everyone. It keeps
you from bing tripped. If you are tripped, you lose two times to hit the
mob.  Those two times to hit that mob could be crucial.

-Arundel: Two times?

-Lem: Really?

-Mistyblue:  Frenzy puts the person in a raage, they fight better with it,
BUT it kills their AC.  It raises the hit and damroll.

-Arundel:  Kills their AC?  Could be dangerrous if the tanker flees.

-Mistyblue: Yep. (shrugs)

-Arundel:  OK, now how do you handle your ttanker?

-Mistyblue:  I constantly type gr to make ssure his/her [or it's, Arundel
thinks] hp are ok, if not then I start healing. I try not to let it fall
below the 200 hp mark.

-Lem:  I constantly type gr and see if whoeever is tanking is below 100hp
from his max. and hope heal goes through the lag fast enough.

-Arundel:  Great. Ok, now, another part of  the game is healing, or down
time.  Just sitting around waiting for the clicks to pass. What do you do
between fights?

-Mistyblue:  My mana shoots right up, so thhen I heal everyone then sleep
again.

-Lem:  I either talk to others or change wiindows and read the usenet news.

-Arundel: That just about covers it. I havee one more question.  What pet
peeve do you have as a cleric?

-Mistyblue:  I don't like it when people deemand sanc and they aren't the
tanker.

-Lem:  I hate it when people don't wait to  get sancted, then get hit
really hard and wonder why I didn't heal them.

-Arundel:  Well, thank you both for your tiime.

-Mistyblue:  Thank YOU.  I'm honored.

-Lem:  Sure. No problem

Mistyblue leaves north.
Lem leaves north.
Arundel has left the game.

-------------------------------------------------------------------------

                  Top Ten Things to do While Healing
                  by Draeger (Written while healing)
                    -=-=-=-=-=-=-====-=-=-=-=-=-=-

10. Compose real-time poetry for the enjoyment(?) of all.
 9. Listen to a group member's life story.
 8. Tell any who will listen your life story.
 7. Music all the lyrics to any song you can think of.
 6. Healing? Healing is for wimps. REAL mudders never heal!
 5. Explain the finer points of leveling to a newbie.
 4. Take a Coke(tm) break.
 3. Write a top ten list like this one.
 2. Write your term paper while also doing any of the above.
 1. Do absolutely nothing! Your supposed to be healing!
       get back to bed! :)

-------------------------------------------------------------------------

             Additions to Farside
                 by AsaMaro


Several new areas have been added to Farside.  Check the area list for
details or ask around.  Areas include Marat's Museum, Crom's House of
the Brother's Grimm and Draeger's The Labyrinth of Silmavar.

Several other areas are also in the process of being tested.

The THANK command has been changed back to the social and a new command,
HEROTHANK, has been instituted.

-------------------------------------------------------------------------


                        Farside Birthdays*
                       Compiled by Ambrosia


March
-----
Silk..................................March  1st
Wish..................................March  3rd
Aegis.................................March  6th
Zipper................................March  9th
Alamar................................March 10th
Marat.................................March 16th
Malad.................................March 25th
Cult..................................March 28th


* There are a *Lot* of names to be added to the list.  Send birthdays
  as well as your character name to Ambrosia via a note in Farside or
  internet e-mail at Ambrosia@escape.com

-------------------------------------------------------------------------

                              *
                           * News *
                              *

Lone reached the ranks of hero shortly after the last issue.  Congrats,
Lone!  Lone wanted to thank the following people for their help: Kariya,
Adso, Chops, Marmot, Dazed, and Lax.

Draeger became a hero when he won the "Future of Farside" contest.
Congrats, Draeger!  He wanted to thank for following people for their
help:  Johnus, Zaknafein, Lurch, Chops Marat, Diamante, Balthazar, Samson,
Maverick, Mega, and Dazed.

Chops left mortal life and ascended into the ranks of the gods.
Congratulations, Chops, and welcome!

Hustler finally joined the ranks of heroes.  He couldn't have done it
without help from the following people: Lurch, Lone, Chops, Balthazar,
Dazed, and Reflection.  Congrats Hustler!

Wish, Leorick, and Fuzzy also heroed around the same time Hustler did.
Congrats, guys, and good luck in gaining levels!

Ryu married Flute shortly after Darkyn wed Tiamat.  Good luck with your
marriages, and try not to die too quickly Darkyn. :)

Kylara joined the increasing ranks of women heroes!  She wanted to thank
Hustler, Lurch, Chops, Rackhir, Fuzzy, Beauford, and Marmot for helping
her get there.  Congrats, Kylara!

Shelby heroed shortly before this issue went to press.  Congrats Shelby,
and good luck!

-------------------------------------------------------------------------
 

30007451 Unique Visits

Powered by PHP-Fusion v6.01.18 © 2003-2007

Shoutbox
You must login to post a message.

laazarus
Jun 12 2020 14:13
ISP-related maintenance issues. Should be back in next couple hours

Ginta
Jun 12 2020 13:23
Game down?

laazarus
Apr 22 2020 13:33
Expired security certificate on wiki throwing up blocking page in all browsers (https://avatar.mel
anarchy.info)


Scada
Jan 16 2020 06:33
flap flap flap

Xing
Oct 23 2019 03:21
shadow @ busk

Shoutbox Archive
Game Updates
Sep 19 2020 01:29
There is a disturbance in the realm as Adorabelle fails to become a Lord at sublevel 717.
Sep 18 2020 23:50
The Ultimate Dragon viewing room is now closed!
Sep 18 2020 23:33
The Ultimate Dragon viewing room is now open for business! Come witness the carnage!
Sep 18 2020 13:18
Urocht has become a Wizard.
Sep 18 2020 11:25
Grydor successfully morphs from Hero 367 to become Lord Grydor.