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The Farside Gazette Vol II, No. 5 Mar. 19th 1995
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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
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Table of Contents
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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
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*
* 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
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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 .
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* 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."
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* 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."
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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.
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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.
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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
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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.
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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! :)
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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.
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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!
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