AVALON; "The Legend Lives"
THE NOVICES GUIDE
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TABLE OF CONTENTS
Section Subject
1 Introduction.
2 Character Building.
3 Communicating.
4 Guilds.
5 Further Character Development.
6 Skills.
7 Locations and Movement.
8 The Cities.
9 The Continent Of Avalon.
10 Items and Manipulating Them.
11 Computer Controlled Characters.
12 The Avalon Command Environment.
13 The Avalon Help System.
14 About Avalon.
1. Introduction.
From the first moment you enter Avalon, you embark upon a journey
into the imagination. Avalon is a role playing world, a mythological
environment in which you can develop your own character and interact
with other real-life and imaginary beings. A continent of legends, both
past and in the making, allowing you to become an integral part in an
unfolding tale.
Avalon is played in real time. This means that as you are thinking and
acting, events will continue to progress around your character. Avalon
is also a multi user world which means there are many other real-life
players who you will meet during your time within the land.
Avalon is an ever evolving world and you will play a part in the history
of that world. Build your reputation and become a respected or feared
member of society, actions taken by you can alter the world for good
or evil as you help to shape history on your journey of enlightenment
and the ultimate quest for ordination and immortality.
This manual is not intended as a full introduction to Avalon.
Instead, it is hoped this manual will help those new to the land by
supplementing the on-line HELP that is constantly available and by
providing a glimpse of the possibilities open to all players.
Throughout this guide capitalisation (such as the word HELP above)
will be used to indicate examples of commands which can be typed
within Avalon. (There is no need to use capital letters when actually
using the commands in Avalon, they are used here merely for purposes
of clarity). Following many of the command examples you will also see
words appearing in < > brackets. This means that their is a choice of
relevant word to be used there. For example, HELP SKILLS lists the
various skills of Avalon whereas HELP <skillname> denotes that you
can replace <skillname> with the name of any one particular skill from
that list to get more detailed help about it.
2. Character Building.
* From Birth to Enrollment *
Avalon is ever evolving and changing, there are no set rules and just
about anything can happen. It is a huge and complex land and can seem
overwhelming to the inexperienced. For this reason, when you first
enter the land you, you are met by a kindly sage who will guide you to
a local place of learning. The name of this place will vary depending on
your city of birth; The Academy in the city of Mercinae, The College in
Parrius, The Institute in Thakria or The University in Springdale. You
probably recognise at least one of these as it is likely that you have
already progressed this far by the time you receive this guide. All these
seats of learning serve the same purpose; to guide you, the newborn,
from novice to graduate status and prepare you, at least a little, for the
adventure ahead.
* From Enrollment to Graduation *
Your aim, once enrolled, is to complete a set of quests set you by the
Master of your Academy. These quests are known as accolades and
there are eight to be completed before you will be deemed worthy of
graduation. To be given a quest you must type REQUEST in the
presence of the Master who will then make you the offer of an
accolade which you should ACCEPT.
At this stage of your development the Master is not about to send you
out on a quest alone, instead a guide will offer to help you. Not all
accept the offer of a guide but prefer to strike out alone in their
eagerness to prove themselves; few are ever heard of again. As always
in Avalon, the decision is yours, but the advice is to trust in your
Master and his helpers and listen carefully to what they have to say.
Never forget that countless hundreds before you have successfully
graduated under their diligent guidance.
Should you find yourself in difficulties during one of these quests, you
can return to your starting point at any time simply by typing the name of
the place, for example, ACADEMY or COLLEGE. If you have not managed to
complete your quest you can ADMIT FAILURE to the Master and the quest
will be immediately withdrawn. You need then only REQUEST once again to
receive another quest and a second chance.
* From Graduate to Guild Member *
One you have completed your accolades and graduated, you will find
yourself stepping out into the land with but a few words of advice and
whatever possessions your guides may have given you. Your next
major step should be to join a guild. Type HELP GUILDS to see a list
of those available to join.
Joining a guild will be one of the most important decisions of your
Avalonian life and should be carefully considered. Be as sure as
possible that the guild you wish to join is suitable for the way in which
you see your character developing. See the section on guilds for more
information, also type HELP DREAMS within Avalon as a means of
gaining more knowledge and advice.
Once you have decided upon a guild you will probably wish to speak to
the Guildmaster and ask their leave to join. This may not always be
possible as the Guildmaster may not be present or could be otherwise
engaged. HELP RECRUITMENT will show you a list of those guilds
prepared to recruit new members into their ranks to be evaluated for
full membership by the Guildmaster later. If the guild you wish to join
is recruiting you need only find the front door to the guild and knock
upon it. One of the tutors will answer your knock and give you the
opportunity to join as an apprentice. APPLY <guildname> is a
quick and easy way to find a guildhouse. Remember, there are no
guarantees that any guild will accept you at any time and you may be
asked to prove you are worthy of acceptance.
If you choose your guild wisely you should find yourself among
like-minded colleagues and friends who will be prepared to guide and
help you as you take your first steps in the great adventure which will
be your life in Avalon.
3. Communicating.
Obviously, communicating with other players is of prime importance in
a role playing world. There are many ways to communicate with
others.
Use SAY <text> to talk to everyone in the same location as you. So,
for example, if your character's name is Gandalf and you were to type
...
SAY Hello everybody!
... any other players in that same location would see ...
Gandalf says, "Hello everybody!".
To talk to someone not in your location you must use the TELL
command. This takes the format of TELL <player> <message> but can
be shortened to an abbreviation of the players name which still uniquely
identifies that player. For example, to tell Apollo something you could
use AP <message>.
To get a message across to everyone in your area use SHOUT
<message>. If you wish a reply to your shout, it is wise to include your
name. For example, you may wish to :
SHOUT Can any Alchemists hear me? I would like to join your guild,
please respond to <Yourname>
If you wish to leave a short message to someone who is not logged in
you can send them a message by typing MSG <Player> <text>. They
will then be informed that they have a message waiting next time they
log on. To read messages that have been sent to you, use the command
RMSG. To clear old unwanted messages use CMSG.
The showing of emotions is often a quick, easy and precise way to get
across your feelings to a number of people in the same location as you.
You can create your own emotions by typing EMOTE or EM <text>.
This places the <text> immediately after your name in a message sent
to all those in your location and concluded automatically with a full
stop, thus allowing you to express an infinite range of feelings and
actions. There are also a vast number of automatic "emotes" which can
be used just by typing one or two words. Examples are SMILE, GRIN,
SOB, LAUGH, CRY. Experiment with these, there are hundreds of
them, just try typing what you feel like doing at that moment in time.
See HELP COMMUNICATION for more information.
4. Guilds.
Guilds are central to the civilised Avalonian continent. Not only do
they provide each character with the expertise and knowledge of a
particular profession they also provide membership of an often closely
knit community of people, willing to work together and help each
other. Many have found that seemingly insurmountable frustration and
confusion can melt away with a few timely words of advice from a
guild elder. Guilds also provide a guild house which offers some degree
of shelter and haven to its members and a place to meet and discuss
matters of the guild.
Guilds may vary greatly in size, but all have a Guildmaster or
Guildmistress who run their guild as they see fit while keeping an eye
on the guild possessions and treasury. This position carries with it great
responsibility as the guild leader can exercise control over the
members, pick and choose new members and expel or otherwise punish
those members who do not toe the guild line. A large guild united in
loyalty to their leader can be a powerful force indeed, thus a
Guildmaster is usually well respected by Avalonian society and, indeed,
is one of the main pillars of it. Should the Guildmaster lose the respect
of the members, however, it is likely they will be challenged for their
position and an election will take place amongst the members which
may result in a new leader.
Once admitted to a guild, an apprenticeship must be served. The length
of this apprenticeship is at the discretion of your Guildmaster and when
it is ended will vary from guild to guild, but it is always ended in the
same way, the Guildmaster offers you full membership of the
profession and you must choose to accept that profession for life or to
decline which would generally mean leaving the guild, discarding the
skills it has bestowed upon you and going in search of a new
profession. The profession you finally accept will have a great bearing
on your future in Avalon and the way in which you go about your life,
even if you were to change guild at some point in the future it can only
be to a guild of the same profession. The importance of ending your
apprenticeship and taking on the full attributes of the chosen profession
should therefore be clear. HELP PROFESSIONS lists all the
Avalonian professions and shows you which guilds offer which
professions.
Type HELP GUILDS for a list of the currently active guilds of Avalon.
Help on individual guilds, written by the Guildmaster, can be seen by
typing HELP <guildname>.
5. Character Development.
Character building can be accomplished in many ways from diligently
practising your skills to the performing of mighty quests to the gaining
of positions of power through which you can influence the lives of
others. Some of the main attributes of your character are :
* Level *
To ascertain your progress, the primary command is SCORE. This
shows information about your character including your current
experience level which can be taken as a rough indicator of your might
and power within the land. Your experience level can advance in many
ways, not least through the performing of quests. Your home city will
often offer you quests which are tailored to your ability, these are a
good way to gain experience and some wealth without too much risk
initially. City quests are usually gained from the city leaders and other
figures of stature within your community. The section on Cityports has
more useful information with regard to these.
* Skills *
Skills are the single most important way to develop your character and
as such they are given a whole section later.
* Alignment *
Your alignment is a gauge of the ideals by which your character lives
and is influenced directly by your acts. You will find it is a slippery
slope dabbling with the Dark Side. It is easy to become evil but
extremely difficult to return yourself to purity. See HELP
ALIGNMENT for more information.
* Status *
The STATUS command shows you details of citizenship and
alignment, your current physical status, and other information. It
details the feelings of the major civilisations and sects towards you.
Only a status of friend or enemy is shown, and you will find this list
expanding as your experience and discoveries grow.
* City Status *
Type CIT (short for citizens) and you will see a list of all members of
your city that are present. By each name you will see a title which
denotes the individual city status of your fellow citizen. When you are
born into your city as a Commoner, you join the lowest rung in a
socio-political hierarchy. Barons of your city are able to give you their
favour, if they feel you deserve it, which will gradually increase your
reputation within the city. Eventually this may lead to you gaining a
title and certain city privileges. See HELP NOBILITY for more on
this.
* Guild Rank *
Each guild member has a rank within their guild, the higher the rank
the more privileges within the guild the member is allowed. You will
start with a rank of Apprentice when you first join and will become an
Initiate once your apprenticeship is over. Guild rank rises through the
use of 'favour' given by one member to another, usually as a sign of
respect or a token of thanks for help received. HELP
GUILDFAVOUR gives a full explanation.
* Order Rank *
Titles within a holy order are given only by the patron deity of the
order to which you belong. Being accepted into an Order is a great
honour and can have a huge affect on your character, though only
rarely will a deity take followers before they have proved themselves
worthy in some way. Be aware of the deities and what they stand for
and, perhaps, in later life, you too will be honoured with patronage.
HELP GODS for more information.
* Pacifism *
Avalon can be a violent place and you can expect at the very least to
have to fight to save your life on occasion. There are those that live for
the thrill of battle such as the Knight, Mage and Sorcerer professions.
Others turn their backs forever on combat and join the guild of the
Animists, dedicated to healing the sick and taking vows to preserve life
of all kinds. The god of life has made it possible for those who tire of
combat to take on a pacifist existence for the period of an Avalonian
year. Choosing this pacifist lifestyle brings benefits but also many
restrictions so HELP PACIFISM should be read very carefully before
proceeding along this path.
* Divine Protection *
When you first enter the land you are blessed with divine protection, a
gift from the gods to protect you from harm while you find your feet.
This will remain with you until you lose it by purposely committing an
offensive act or by choosing to UNDANCE thus performing a ritual to
remove protection from your person. Success in city quests will not be
granted while you are protected so you should lose it prior to
attempting such quests. HELP PROTECTION explains more about
this important subject.
6. Skills
It is skills that determine your characters ability to perform and interact
and will often influence the way you go about your business. Typing
SKILLS gives a list of your skills and your level of proficiency in each
and HELP SKILLRANKS will show you the possible levels of
progression. As your skill level improves so your actions become more
effective as you gain more abilities and expertise.
Each Newborn starts with five skills, and gains five more on joining the
Academy or Institute in their home city. These ten skills are known as
the base skills and all characters have them. Once gained, these skills
can be advanced to high levels of proficiency by learning them from
proficient teachers or by teaching less capable characters than your
own. Many of these base skills are of vital importance to the
development of a well balanced character. You should note that two
further skills, Labours and Farming, will also be gained around the time
of graduation, but these skills cannot be learnt in the same way, instead
you will find they gradually increase as you spend time in the land.
Detailed help on your skills can be gained by SKILLS <skillname>. For
more general information see HELP SKILLS and to list your abilities
in a skill type AB <skillname> (AB being short for abilities).
Specialist skills are gained by joining a Guild. All Guilds offer a number
of extra skills and provide teachers for them. Your guild skills are of
major importance. Not only are they extremely powerful, they are also
the most important attributes of your profession, allowing you to excel
where others cannot.
To learn a skill from someone type LEARN <skillname> FROM
<player>. This also works for CCCs (Computer Controlled
Characters). See HELP TEACHING and HELP LEARNING.
7. Locations and Movement
Avalon's landscape is made up of individual locations connected
together, each one has a brief and a verbose description. If you explore
in VERBOSE mode you will see the full description of each location as
you move. This is highly recommended when you are exploring a new
area, sometimes there are clues or hints to puzzles or secrets in the
location descriptions as well as indications to the type of area you are
in. Once you have got to know an area you may prefer to move around
in BRIEF mode so that only short location descriptions are displayed.
When in brief mode use LOOK (or just L for short) to see the full
description and EXITS, or simply X, to see the available exits.
Each location has a number of exits which can be the points of the
compass N, NE, E, SE, S, SW, W, NW, or IN, OUT, Up or Down.
When in verbose mode the information given by EXITS is greater.
Always remember, not all exits from a location show up on the X
command, or are immediately apparent. Locations may have secret
exits or even portals. It is also easy to miss exits in the dark, so the
carrying of a lamp or torch to light your way is advised.
A low level of the perception skill will soon add useful commands for
looking from one location to another. AB PERCEPTION for details.
8. The Cities
There are four major cities in the continent of Avalon and each new
character begins their lives as a citizen of one of them. Within the walls
of your home town you will find food, shelter and a multitude of shops
and stalls to provide the every need of the merchant adventurer. Each
city has a number of Barons (players elected by the population) who
swear allegiance to one Prince. The Prince in turn appoints Ministers to
run the city. Type HELP <City> for a list of Barons and government
members.
Each city is independent of the others, maintains its own army and
manages its own economic affairs. Relations between the cities can
often be tempestuous, and wars have broken out in the past despite the
great strain on the economies of the cities involved. More usually,
though, disputes are settled through diplomacy and negotiation before
they have a chance to escalate to all out war.
The four great cities of Avalon are as follows:
* Mercinae, the Southern City *
The city straddles the great river Leithe at the point it enters the
southern seas. Traditionally devoted to justice and honour for all,
Mercinae is ruled by King Thandrades and his democratically elected
barons. Thandrades can usually be found in his palace gardens where
many go to speak with him in the hope of gaining a quest to perform.
Mercinaens are essentially peaceful, lovers of the arts and the finer
things of life, but many will fight like lions for the honour of the city
should the occasion arise.
Mercinae boasts some great landmarks including an amphitheatre, the
beautiful Park Elienna, and a truly ancient cathedral (which is not
somewhere to worship but a place of celebration and union).
Trading within the city takes place around the central Cassiandora
Square or at the merchants shop which can be found just off Traders
Way, the main street leading from the square to the northern gate.
* Thakria, City of the North *
The great city of the North, often referred to as the City of
Miracles, attracts those who seek great power above all else. Ruled by
the Emperor Periam, Thakria stands with the Ocean to the West and
the Moonstone Lake to the East and teems with trade and plunder.
The Thakrians desire for knowledge and power will often lead them
into the ways of darkness. Periam himself is ever vigilant for the
opportunity to extend Thakrian influence across the Avalon.
Traditionally, the most powerful citizens of Thakria have paraded their
might to the world by building huge towers, riddled with secret
passages and entrances and, of course, vaults to hold their treasure.
The best known thoroughfare of Thakria, Emperors Walk, has many
shops and crosses the main market square. There is a Pawnbrokers
shop at the northern end of the Avenue of Kings where Dalgar the
merchant will buy most items from the weary traveller.
* Parrius, City of the East *
Parrius, the great city of the east, rose to be a mighty power, but fell on
hard times and was abandoned by its citizens under the threat of
invasion from Thakria. Now, once again, the city is growing again and
many believe it shall achieve and even surpass past glories. Only time
will tell. Augustine of the ruling family can be found within the palace
and will make city quests available to those who REQUEST them from
her.
The main markets and many shops of Parrius are clustered around
Chapman's Square, a lively and friendly place situated towards the
northern gates of the city. Another favourite gathering place in the city
is Hellespont Square, just inside the east gate, just to the east of the
square can be found the Parrian merchant's shop. A vital place for
selling artefacts to gain a little gold.
* Springdale, City of the central plains *
For centuries Springdale was but a small river town, then known as
Springtown, until Andromeda, goddess of dreams took it upon herself
to build there a great city based upon trade. To maintain and protect its
trade links Springdale has often tended towards neutrality when
conflicts have arisen between other cities.
Today Springdale is acknowledged as a major trading centre with many
shops along Riverway and Springdale Square. Riverway is the major
road running through Springdale, from the eastern gate to the river
quays. Not only the merchant's shop is to be found at the southern river
quays but also the ferry to Mercinae, a departure point for many
adventurers who choose to take the river out of the city. Interestingly,
and appropriately for a city of trade, the merchant of Springdale is also
well known for issuing city quests.
9. The Continent of Avalon
Avalon is a large continent with many different villages and towns,
forests and waterways and there is no substitute for reading the
location descriptions to feel the atmosphere of a place. However, in the
limited space available here, these few paragraphs should help set the
scene.
* The Greenwood Forest *
The Greenwood is vast and extends through much of central Avalon.
The domain of Aldaron the god of life, it is no surprise that the forest is
home to an abundance of wildlife and flora. To the West, the forest is
darkened by the presence of the Uruk Road and the entrance to the
Goblin City where a constant battle is waged between orc raiders and
the protectors of the forest, the Rangers Guild. Elsewhere in the forest
can be found the guild house of the Animists.
* The Rivers *
Exploration of the rivers by boat is not only possible, but is often the
only safe way to reach some towns. The two major rivers of Avalon
are the Leithe, which flows south from the Moonstone Lake by
Thakria to Mercinae in the South, and the Callieton which Parrius
straddles and which links to the Leithe. These two rivers alone provide
a highway that spans the whole continent, East to West. Smaller rivers
make up a navigable network which it is important to be aware of.
* Thaumacie *
Thaumacie is an ancient citadel inhabited by a colony of dwarfs lead by
Verlakmar the Golden. Mercinae owes much to the dwarfs of
Thaumacie for it is they who not only hold back the marauding Orc
hordes but who also guard the entrance to the Under-deeps, a maze of
tunnels where, it is said by some, lurks the greatest of all terrors.
* The Goblin City *
Ruled by the iron hand of the Great Goblin, this city is a rabbit's warren
of twisting tunnels and dark passages. Danger lies around every corner
for even the most accomplished Avalonian. HELP GOBLIN TOWN
gives more details.
* The Villages *
There are villages, hamlets and towns all over Avalon, often forming
links in the great trade routes which criss-cross the continent. Many of
the smaller towns have an hereditary baron, rather than the elected
councillors of the larger cities. See HELP VILLAGES and HELP
TOWNS.
10. Items and manipulating them.
There are thousands of items within Avalon, the great majority of
which can be owned when found. Every item has a unique number
associated with it which can be seen by typing INFO <Item>. This is
very useful way of referencing an individual item from a bunch of the
same type.
To examine an item you must EXAMINE (or just EX for short)
<item>. This gives a description and will also indicate whether or not
the item can be "owned". If it can, then you will keep that item
(including when you log off) until you sell it, it breaks, it is lost or
stolen from you.
Other useful commands when manipulating items are INVENTORY
(or Just I for short) to see what items you are carrying, also GET
<item>, DROP <item>, GIVE <item> TO <target>, PUT <item> IN
<target>.
Some items, especially weapons, must be wielded in one hand or the
other when used. The command is WIELD or USE RIGHT <item>.
Items that are fitted with locks must be LOCKed and UNLOCKed
with the appropriate key.
Items of clothing can be worn and taken off using WEAR <item> and
REMOVE <item>
The skill Itemlore is especially useful in gaining information about
items by probing them PROBE <Item> to do this. This will often show
what the item is used for and how good it is at that use. The better
your Itemlore skill the more information you are likely to see. Type AB
ITEMLORE to get a list of your abilities with Itemlore. As you walk
around Avalon you are likely to find many items that do not always
have any use that is immediately apparent. Probing such items,
however, may well show they have a gold value if sold at the local
merchant's shop. These merchants will buy almost anything, but they
drive a hard bargain and rarely give more than a knock down price. See
the section on Cityports for directions to the merchant's shop within
each city.
11. Computer Controlled Characters
Avalon is rife with Computer Controlled Characters or CCCs. The
most intelligent CCC characters will react to a wide range of
circumstances happening about them, for example, if attacked they will
take appropriate action to give the best counter attack. They may also
hold a grudge against a particular player for a long time, so beware!
Many CCCs can be utilised by you. They can be LEAD so that they
become part of your ENTOURAGE and a number of orders can be
issued to them often making them invaluable companions. Mobiles
such as steeds, ponies, dogs and many more can be bought from the
various shops and stalls. When you buy a mobile it will become loyal to
you. See HELP ORDER, HELP CCC and HELP FRIENDS for more
information. Steeds are very useful to the merchant-adventurer
allowing him or her to travel more quickly than when on foot and to
carry much much more.
Greeting mobiles will sometimes spur them into giving you a personal
quest, Try GREET <CCC> or REQUEST QUEST FROM <CCC>
may reveal also gain a response.
12. The Avalon Command Environment.
Commands are entered by typing them at the prompt which is a single
dash. All commands can be entered as upper of lower case, although
upper case will normally be interpreted as "shouting" when
communicating with other players.
Most of the Avalon commands take the form of :
<Verb> <Noun> or <Verb> <Noun> <Preposition> <Noun> followed
by a carriage return.
Examples might be :
- GIVE SWORD TO KING or MOUNT HORSE
The following is a list of some of the most commonly used commands
in Avalon.
* Essential Novice Commands *
HELP INTRO - Introductory help.
HELP NOVICE - Vital information for the novice.
HELP ACCOLADES - Special quests for the novice only.
ACCOLADES - List the accolades you have completed.
QW - (Quick Who) List of all visible players.
GMW - List fellow guild members present.
CIT - List all fellow citizens present.
* Personal Commands *
SC, QS, STATUS - Progress and personal info.
LEVELS - Shows your progression.
DEF - Shows any special defences.
INV - Inventory of your possessions.
SLEEP - Attempt to sleep
WAKE - Try to wake from your slumber
EAT <item> - Attempt to eat something.
DRINK <item> - Drink beverage or potion.
MED - Meditate to recover mana.
SKILLS <Skill> - Detailed information on a skill.
DIVINITIES - The feelings of the gods toward you.
* Manipulating Objects *
EXAMINE <target> - Look closely at something.
READ <target> - Add page number if necessary.
GET <item> - Pick up an item.
GET ALL - Pick up all lose objects.
DROP <item> - Drop something in your Inventory.
WEAR <item> - Wear clothing/armour etc.
REMOVE <item> - Take off clothing etc.
GIVE <item> TO <target>
PUT <item> IN <target> - IN PACK for example.
GET <item> FROM <target>
PUT <item> ON <target> - ON STEED for example.
UNLOCK <item>
LOCK <item>
FILL <container> WITH <filling>
AB ITEMLORE - Lists your Itemlore abilities.
PROBE <item> - Use your Itemlore skill.
* Dealing With Death *
SUMMON SHIP - To summon the ship of the dead.
BOARD SHIP - To board the ship of the dead.
BATHE BODY - To resurrect a body in the pool of life.
* Shops And Commodities *
GOODS - List what is on sale.
GOODS <item> - Detail on item for sale.
QUERY <item> - Discover how much a shop will pay for your
item.
SELL <item> - Sell item to shop.
BUY <item> - Buy item from shop.
SPLIT <commodity> - Split a commodity in two to make more
manageable.
* Manipulating Gold Pieces *
GET GOLD - Pick up all gold here.
GET GOLD <amount> - Pick up specific amount.
DROP GOLD <amount> - Drop specific amount.
GIVE <amount> GOLD <target>
DEPOSIT <amount> - In your bank account.
WITHDRAW <amount> - From bank account.
* Fisticuffs, Throwing And Combat *
AB FISTICUFFS - Lists your Fisticuffs abilities.
PUNCH <target> - Example of low level Fisticuffs ability.
THROW <item> AT <target> - To hurt target.
THROW <item> TO <target> - For target to catch.
CONCENTRATE - Concentrate on your own combat only.
RELAX - See all combat in your location.
FIGHTBRIEF - Cut down combat text.
FIGHTVERBOSE - Fully fleshed out combat text.
FVB - Fight very brief for when the going gets tough.
USE <weapon> RIGHT - Wield a weapon in your right hand.
* Friends And Entourage Commands *
LEAD <CCC> - Attempt to lead a mobile.
ORDER - List possible commands.
ORDER ENTOURAGE <action>
FRIENDS - List your circle of friends.
ENEMIES - List your declared enemies.
FRIEND <player> <value> - Admit a new friend to your list
ENEMY <player> <value> - Declare a new enemy
* General Commands *
REQUEST LETTER - In Post Office only.
WRITE LETTER - Enter text to your letter.
ERASE LETTER - Erase writing from a letter.
ADDRESS LETTER <player>
POST LETTER <player> - In post box.
TRASH LETTER - Destroy a letter in a brazier.
EMOTE <text> - Show emotion in <text>.
GREET <CCC> - To gain quests.
REQUEST QUEST FROM <CCC>
HELP ORDINATION - The ultimate quest.
IDEA <text> - Enter an idea for the game.
WISH <text> - Make a wish to the gods.
PRAY <text> - Pray to a god in a holy location.
ASK ORACLE <skill> - Information on skill progression.
ASK ORACLE RANK - Information regarding progression.
FOLLOW <name> - Follow another player.
LOSE <name> - Stop following another player.
STRUGGLE - To struggle free of a magical web or other trap.
13. The Avalon Help System.
Avalon has a comprehensive on-line help system, which has been
referred to many times already. If you want to know about a subject
you can often type HELP <subjectname> and find help on it displayed
immediately. If this does not produce the desired results however, you
can take a more methodical approach and use HELP CONTENTS to
list all the various subject groupings for which there is help available.
You may then list all the help entries within the relevant section which
should lead you to the information you seek.
The HELP CONTENTS list has the format of Section Number,
Description, Number of Entries. For example :
1.0 Introduction to Avalon (14 entries)
2.0 Novicehood - The first steps (10 entries)
Simply type HELP 1 to list the 14 entries of that section. The top of
the list will appear something like this ....
1.1 Concept Avalon's underlying concept (essential reading)
1.2 Firstintro Initial introduction to Avalon
.... and so on. HELP 1.1 or HELP CONCEPT will then allow you to
view the Concept entry.
14. About Avalon; The Legend Lives.
To connect to Avalon over the internet simply telnet to:
avalon-rpg.com
If you experience problems try connecting to the numeric address:
(130.94.75.65). No port address is required, but use
port 23 if your client is one of those that demands a port.
Telnet applications are not really designed for use in fast
moving environments like Avalon and most players find a dedicated
client vastly improves their playing enjoyment. Avalon has clients for a
number of computer platforms available for download via its web and
ftp sites. A Java client is also available on the web sites. Remember
the web site address is:
http://www.avalon-rpg.com Each new user is given 15-20 hours free access, after that, you may
subscribe to Avalon if you wish to continue to develop your character.
Type CHARGES to view rates and any introductory offers.
Subscriptions are bought on line using SUBSCRIBE. You may pay by
credit card which will allocate time immediately to your character, or by
cheque or postal order made payable to Avalon. Please allow a few days for
cheques to clear. You may UNSUBSCRIBE at any time if you wish to cancel
your monthly subscription. Unlike many other games you cannot incur
charges accidentally so feel free to use your free hours to the full.
All postal payments should be sent to :-
Avalon
PO Box 3348
Sheffield.
S10 3WS.
United Kingdom
* Please write your character name clearly on your cheque *