This is a beginner book which contains lots of useful information one might need, especially if the 'one' is new to our MUD, or perhaps to the world of MUDs in general. If you have a question that you feel should be answered in this book, please mail me or Maguest. This book can be found in the town hall to the south of Angalon's town square. Enjoy.
Falke
Of the Creation, Change and Civilization of the Lands
These are the myths about the Lands of Angalon, the Worldsea that flows around it, the Worldcave beneath it, and the sky above it. This mythology consists of many shorter myths and legends, told in more detail elsewhere. There are also many myths and legends, important or less so, that are not part of this mythology. But here are presented the basic myths of Creation, Change and Civilization; knowing of them might help one understand the diverse Lands more fully.
Maguest, arch-cleric and compiler of this mythology
There was nothing to be seen, in the time before creation. The Worldsea might have been there, and the sky might have been there, but weather did not exist. No clouds existed, and no winds to create waves on the water. It might have been light, it might have been dark, but the Worldsea always reflected the color of the sky, and therefore nothing could be distinguished, all was void. If the Watcher existed at all, it saw no meaning in what it watched.
What could be Niruel's origin? Did inspiration inspire herself into being? Philosophers ask those questions sometimes, but found no answers, and there may be none to find. Niruel the Inspirator, however, was there, a bright spark in the sky, clear for the Watcher to see. Under the eye of the Watcher the spark grew into many: the sun, the stars, and the moon.
It is said that then fish appeared in the Worldsea, silver fish, as stars of the waters. If so, then Agon, the Embracer, is certainly the water's sun, and moon. Agon swam freely through the waters, and embraced existence. Niruel caused winds, and Agon streams in the sea, and soon surface of the Worldsea was broken into infinite waves.
Now there was a world to see for the Watcher. And when the Watcher watches, change will occur, because unchanging things are not worth observing. If the watching causes the change, or if the changing things cause the Watcher to observe them, is another philosopher's question.
Leyya, the Builder, was home on the land, not in the Worldsea, although land had never existed before. Leyya did not care about precedents, she, inspired by Niruel, created land anyway, by piling rocks she found on the bottom of the Worldsea upon each other, until the pile rose above the water. Leyya's Point, she called the tiny island of rocks she now sat upon. Agon embraced the Point happily, not letting it go, while Leyya went on to create a fishing rod. She caught the first fish.
Leyya's rummaging on the bottom of the Worldsea had caused a small crack to open, from the Worldsea into the Worldcave, beneath it. Through the crack leaked water.
Voorg, the Mover, dwelled in the Worldcave, together with Zewwi, who was then only the Dark One. While Zewwi cut rocks from the walls of the cave with his pick-axe, Voorg sat idly in the middle, watching the pool of water on the floor grow slowly. "How to stop this?" he asked wearily.
Zewwi smiled. "The water comes very slowly, and Worldcave is infinitely large, and besides, if you let me work, the cave will grow faster than the water can fill it," he answered. How this infinite cave could ever have walls and grow, is for philosophers to wonder about.
Voorg grumbled. "I am not afraid of the water filling the cave, I just do not like the moisture," he said, for he was primarily a being of warmth and fire.
Zewwi shrugged. He cut another rock from the wall he stood in front of. A gust of Niruel's wind touched him, and he said: "Ask Leyya, perhaps she can repair the hole through which it leaks."
Voorg summoned Leyya in the Worldcave, and told her about his problem. "Sure," Leyya said, "I can fix the hole, if you fry my fish for me." She smiled triumphantly.
While Voorg fried her fish, Leyya stuffed the crack with dried seaweed. After that Zewwi, Voorg and Leyya sat around the fire and ate from the fish. Meanwhile water soaked slowly through the seaweed, and before they had finished their meal, water again dripped through the crack.
"I can go and fix it again," said Leyya, looking at the water.
"Would that solve the problem once and for all?" asked Voorg.
"If I put a rock on top of the crack, probably at least for a few thousands of years."
"There is no more permanent solution?"
Leyya started to shake her head, but then Niruel touched her softly, and she thought of Leyya's Point. "If you are prepared to move," she said.
"Say how!" Voorg said. Zewwi smiled, as he foresaw change.
And Voorg pressed upwards against the roof of the Worldcave with all his might, pushing the bottom of the Worldsea, higher, and higher, until part of it rose far and dry above the surface of the water. Voorg then settled in a cave in the tallest of all mountain ranges. He hoped that leaking water would never reach him again.
In those days, shortly after the Lands had risen above the Worldsea, it was a busy time for Niruel. The Watcher watched her intently, and she touched the minds of the gods often.
The Lands were still hot, the lava boiled, and dust darkened the skies. Also white clouds of steam had come in the air, and Niruel drove them towards the Lands, where it snowed in the cold places, and rained where it was warmer. The lava cooled, and when the dust settled, it formed fertile soil.
Seaweed started to grow on the fertile Lands, and soon the Lands were covered with plants of many kinds.
One day, Zewwi came through a crack in the earth, perhaps it was the same crack through which once water leaked, to visit the Lands. It was cold, and Zewwi was unprepared, because Voorg the Mover, who ruled fire, had settled in mountains far away, and was therefore not with Zewwi. Zewwi grumbled and tried to burn the plants for warmth, but they were green and wet, like the seaweed they originated from. So Zewwi created tougher plants, high, with a dry brown stem. Zewwi cut down the trees he had created, his Axe now being a wood-axe in stead of a pick-axe, to build a fire. All but one were cut down and burned. The Watcher looked kindly at the last tree, which was also to be the first, and forests spread over the lands. Now, Zewwi was not only of the dark caves, but also of the light forests. He was the first who created new life, and the first who destroyed it with his Axe, therefore he was now of Life and Death. Zewwi became the Twosided.
Now, the Lands were covered with plants and forests. Leyya wandered through the Lands and enjoyed the sights. But all was silent, only the sound of rain and streams and the wind that blew through trees existed. Leyya sang and whistled to break the silence, but soon she became tired and bored of that. And she thought of the fish in the Worldsea she had caught, swimming through the water, and she thought of beautiful Niruel dancing through the air, and Niruel came to her and touched her.
Leyya wandered to the sea, and caught another fish, but in stead of cooking it, and eating it, she tinkered with it, and changed it until it was a bird, which swam in the air instead of the water, and the bird flew away. The bird sat in a tree and whistled and sang to Leyya, and Leyya was pleased. And because the bird had the spirit of Leyya, it started building, a nest it made. Then it laid an egg. The Watcher watched the egg with interest, and soon many birds were in the lands, eating the seeds of plants and trees. And more birds formed from the older ones, because the Watcher liked looking at them. Now highest in the air falcons flew, the birds of the Watcher, because they watched the Lands beneath them like the Watcher watched the world. Sometimes even, the spirit of the Watcher possessed a falcon.
In these early days, the gods held feasts on the surface of the Lands. All the gods came to them except Voorg, because Voorg was retreated in his dry cave in the mountains, and also the Watcher never came in person, and the nature of the Watcher is therefore unknown to the people. Leyya had created barrels from the wood of the forests, and in those barrels she had created wines, from the many different fruits now to be found in the Lands. They were pleasurable for the gods to drink while listening to the songs of the birds, and the gods drank them often.
At one of those feasts the Falcon of the Watcher was present, and the Falcon too drank from the wines.
But the Falcon, with still the spirit of the fish from which she originated, drank too much of it, and she got drunk. And her vision grew hazy and troubled for a while, and this affected the Watcher.
The Watcher, with this troubled look, watched the birds in the sky and the fish in the ocean, but the Watcher could not see them clearly. Their transformed images, animals and beasts of many kinds, came into existence, from the hazy vision of the Watcher.
First they were too malformed to live, but the gods felt compassion and interest for them. Leyya tinkered with them as she had with the fish, and Niruel touched them, and Zewwi gave them life. Agon was happy to find creatures on the Lands now as well as in the water, and embraced them. Only Voorg did not know of them and did not care for them, although he noticed them later.
But still the vision of the Watcher had not cleared, and now the Watcher watched the gods in stead of the birds and the fish, and the images of the gods came into existence. And because of the power of their origin, the images came alive instantly, and needed no touch or tinkering. But the gods felt compassion and interest for them too, as they were hazy reflections of themselves. So, after a while people of many kind and form wandered over the Lands. And because of their origins, they were able to do dark and light things, create new things and destroy them too. Dolphins were dancing through the waters of the Worldsea, the images of Agon. In the mountains, where Voorg lived, his images, which were of great power and intelligence, became the Eldar Dragons, and they lived in solitude like their origin.
So, now beasts lived on the Lands, and people. The people formed a civilization, with the images of their origins, and the origin of the Lands, still vivid in their minds. This civilization was called Karradan, its people the Karradani. The wizards of Karradan had powerful magic. But the Karradani weakened, and the wizards started to misuse their magic, until it disrupted the world strongly, which troubled and even threatened the gods. So Zewwi hit Karradan with his Axe, which was now a battle-axe. An era of confusion and turmoil followed, in which raw magic pestered the Lands.
Many beasts and people were changed during that time, into forms of great beauty or great hideousness, forms of great power, or forms almost too weak to survive. And it is said that even before the Axing of Karradan such being existed. Perhaps they were some of the fish or other creatures in the Worldsea, or of the birds, or of the plants and trees. Perhaps some were formed during the Falcon's drunkenness, and might even be reflections of the gods themselves. Whatever their origins, they were beings of extremes, of outer ends. To speak of what is good and what is evil is a matter of great difficulty, and this is indeed a subject for philosophers. But it is said that some of those beings of extremes were also good or evil more than the other beings that dwell in the Worldsea ,or on the Lands.
Then, after Karradan was forgotten by almost all, the Dark Era ended, and new wizards learned to tame the magic again, so that our civilization was started. Only on the islands in the south parts of the old Karradan remained. Other islands have remnants of even older cultures, or have never been inhabited at all, or have just recently been colonized. A great diversity is found there.
In the era of confusion which followed Karradan, the two-sided magic of Zewwi leaked through the crack that once leaked water from the Worldcave into the Lands, and beasts were mixed with people. Those became the Shapechangers. First they spread through all of the Lands, but now they have retreated again, to live closer to the crack, which is rumored to be in Emberland.
The new civilization that eventually spread throughout the Lands started in Mineth, were knights, under the pressure of outside invaders, created a stronghold of order in the midst of turmoil. Trade started up again there, and soon Mineth grew into a teeming city.
Another place where civilization persisted during the era of confusion, was Angalon, a small town founded by powerful wizards. The name of the town is the same as the new name of the continent; Angalon, which now so called by the people of the Lands to honor the town. That this town survived throughout all chaos is because of the protecting magic of the wizards. The town has been since it was founded and still is a gathering place for many adventurers, that set out from there on many voyages across the Lands.
The easiest way to become familiar with the commands here on Angalon is to study the help texts available. To get a list of the most of the subjects available you should type "help topics" from your prompt. A few general comments follow about things you may find important:
Player commands: Besides the commands built into the game, many places define
additional commands which are specific to only that location or object. Frequently you can
get a clue about what those commands are in the text describing the object or place or its
contents. Words enclosed in single quotes (' ') are usually such commands.
Searching and examining: One very good way to learn more about your surroundings is
to examine the items listed in the description of the place and by searching those items.
You can search anywhere, but you should not expect to find
something everywhere you search, and not all things that are found are nice.
Combat: There are many adversaries out there to be found, but unless you are
attacked first, it is not safe to assume that everyone or everything you find is your
enemy. There are also a couple of helpful features available once you have selected your
opponent. The first is a built-in inability to attack an opponent who is far
superior to you. The second is "wimpy". You can set your wimpy level so that you
will flee from an opponent when your physical condition reaches a certain level
("help wimpy" for details).
Healing: Once you have vanquished your opponent (or run from him), you will likely
need time to recover from the ordeal of combat. Time will of course heal all wounds,
however there are ways to help time along. Fatigue may be restored more quickly by
rebuilding you body's energy stores (ie. eating), while physical damage seems to heal more
quickly when you have had a drink or two (OK, OK.....when your are totally plastered).
The "bind" command ("help bind") will help you when you are not in
combat. There may also be other, more mystical, methods of healing available to those
resourceful enough to find them.
Feelings: To provide atmosphere and enhance enjoyment, a wide range of feelings or
emotions are provided. To get a complete listing along with the syntax, use "help
feelings". New feelings may be added from time to time, but you will likely find that
the current list allows you to express yourself quite thoroughly.
Quicktyper: One built-in feature which quickly makes itself indispensable is the
quicktyper. It allows you to set aliases for long or frequently used commands ("help
quicktyper" for details).
Leaving: Once you are ready to quit from your current gaming session you will need
to sell all your equipment (unless you are only leaving for a brief period and the objects
you have are "recover"able). The only thing you keep between sessions is your money (there
are exceptions to this rule but they are few and very far between; It is not
safe to assume that an object will be in your possession next time you log in unless that
is explicitly stated in the item's description).
Each player has 6 stats: strength (str), dexterity (dex), constitution (con), intelligence (int), wisdom (wis) and discipline (dis). It is the average value of these stats that determine a player's experience "level". The stats increase as a player gains experience, with each stat getting a share of the experience gained. The size of the share is dependent upon the learning preferences set by the player.
A player sets his/her learning preferences in the Adventurer's Guild, using the "trance" command available there. The numbers chosen as preferences for each stat while in a trance will be set relative to 100 to provide a percentage of experience given to each stat (i.e.. the size of the share). For example:
If a player selects the following values as learning preferences: Str: 100; Dex: 100; Con: 0; Int: 100; Wiz: 0; Dis: 0 then 33% of the experience gained under these settings will go to Str, 33% to Dex and 33% to Int. The remaining stats will receive no experience and will not advance.
Learning preferences can be readjusted at any time, thus allowing players to concentrate on different stats at different times.
Skills represent knowledge and training gained through instruction. Usually these skills are taught in guilds and the instruction must be paid for with money. Skills are aids in accomplishing the tasks put before one by "life". For some tasks little or no skill is needed, while for others skills are essential. A set of basic skills is taught in the Adventurer's Guild. For more specialized instruction, one must seek out the professional and lay guilds found around the world.
The monetary system here is
based on the decimal system. There are four coin types: copper, silver, gold, and
platinum. Copper is the least valuable type and platinum the most valuable. So: 10cc =
1sc; 10sc = 1gc; 10gc = 1pc.
Note: abbreviations for coin types are common, either in the form above where cc =
copper coin, sc = silver coin, gc = gold coin, and pc = platinum coin; or by dropping the
word "coin" and (perhaps) adding an "s" (coppers, silvers, etc.).
You can check your inventory ("i") to see what kind of coins you are carrying. If you have more that 10 of a certain type, you will probably get the message "many coins". When that happens you can '"count" your coins to see exactly how many you have (ex: "count copper coins"). As mentioned in the GETTING STARTED section of this book, money is about the only object you will be able to keep between gaming sessions. So be sure to sell everything when you are ready to quit.
Coins have weight. While this is unlikely to present a problem initially, you may one day find that carrying 40,000 copper coins is a bit burdensome. To help you reduce your weight you can go to the local moneychanger and convert one coin type to another (for a small fee of course).
The Fraternal Order of Noble Adventurers is an excellent resource for used equipment. Players often begin the game with a trip to this establishment, just east of the shop in Angalon town. Members of the Order donate equipment for other members to use. You are expected to replace the items you have borrowed when you have finished with them. With success of your own in your adventures, you may choose to contribute equipment yourself, to benefit other new and recently-returned players.
In game terms, experience is used as a measure of a player's ability to deal with the world, to overcome adversity and survive. There are two kinds of experience on Angalon, combat and quest. Combat experience is gained by slaying creatures and quest experience is gained by solving quests. Of the two quest experience is the harder one to earn because it usually requires careful thought. It is therefore also more valuable.
Because Angalon is not simply a killing ground, there is a relationship between the two types of experience. The 'brute factor' is a measure of this relationship. As a player kills things s/he becomes more brutal. When a player solves a quest, s/he becomes less brutal. The change is not always noticeable to the player, but it always exists. As a player becomes more brutal s/he learns less from combat (i.e. s/he gets less experience).
Once a player has learned some more general knowledge, s/he can learn more from combat once again (i.e. when the brute gets lowered, the player gets more experience for combat).
Unfortunately, death comes to (almost) all eventually, and is rather harrowing experience. So if death should find you, be prepared to be set back somewhat as the process of preparing for another turn on the wheel of life is quite taxing. Note that if you elect to change your race or sex during that process, you will lose some of the skills you acquired in your old body as you won't be familiar with the new body.
When you become sufficiently experienced, and have demonstrated that your knowledge of Angalon is detailed enough, you can attempt to enter the Tower of Immortality (assuming you can find it). You further you knowledge of Angalon by solving the puzzles and problems found throughout the world. Should you succeed in entering the tower, you have only to solve its mystery and you can join the ranks of the Immortals.
Introduction
Time in a mud is a messy concept; when traveling, time condenses for mortals, and when fighting, time stretches again. Therefore, the highest meaningful resolution of time is a day.
Angalon's days begin around the time of reboot, at 10:15am when this document was written. They also end there. Nightfall may occur during the reboot, or perhaps it passed while you were travelling on a ship. Ships' schedules are remarkably efficient, intended to maximise your daylight adventuring hours.
Days of the Week
Angalon's days are gathered into six-day weeks. The names of these days are derived from the deities of Angalon. Hence we have:
1. Watcher's Day / Watchday | 4. Agon's Day / Agday |
2. Zewwi's Day / Zewday | 5. Niruel's Day / Nirday |
3. Voorg's Day / Voorgday | 6. Leyya's Day / Leyday |
Watchday is often considered a day of worship and rest. Angalon's industrious inhabitants are very active throughout the other five days. Many Angalonians celebrate festivities of all kinds on the evening of Nirday. The afternoon of Leyday begins the "week end", and is often a time for sports and contests. These traditions are familiar around the city of Mineth and the towns of Sebron and Angalon. However they vary greatly beyond these centres of civilization, and sometimes even within various religious groups.
Weeks of the Month
Angalon's weeks are bundled into six-week months. The names of these weeks are also deity-related.
1. Week of the Watcher / Watchweek | 4. Week of Agon / Agweek |
2. Week of Zewwi / Zewweek | 5. Week of Niruel / Nirweek |
3. Week of Voorg / Voorgweek | 6. Week of Leyya / Leyweek |
This provides for complete combinative assignment of deity pairs to days of a month. Watchday, Watchweek is a particularly auspicious day for the more pious civilized people. Shipbuilders may make special preparations on Leyday, Week of Agon.
Months of the Year
There are twelve months in an Angalon year. Thus, there are 432 days in an Angalon year. The spring and summer months were named during the Karradani Empire, and show the names of important leaders:
Spring | 1. Kedelis (father of Shealna, and leader of the Southern Tribe) |
2. Fery (mother of Shealna, and leader of the Northern Tribe) | |
3. Shealna (founder of the city of Karr-Amis "Million Stars") | |
Summer | 4. Delarals (son of Shealna, king of Karr-Amis) |
5. Haderas (grandson of Shealna. Founder of the empire. Renamed Karr-Amis to Karr-Adan "million lights", capital of the empire) | |
6. Thereals (emperor who conquered the southern islands) |
Seasonal changes are mild in much of Angalon, however winter can be particularly harsh in the icy south. The autumn and winter months were named (initially in a wry mockery) after some of the most evil Karradani wizards that lived in the time of the Axing.
Fall | 7. Terisiya ("Peeler of Dwarves") |
8. Gyalen (indulged in magik known as Death after Death) | |
9. Murechas (revelled in the Axing, may have died trying his best to compound the disaster) | |
Winter | 10. Yuwoch (associated with a terrible disease - may have created it) |
11. Gedanken | |
12. Adirmes ("Tendons of Zewwi") |
Years of Mortal Reckoning
The exact timing of the Axing is not known to mortals. It would be a grim way to define dates in any case. The year "1" is attributed to appearance of the Alseyrs, two powerful magicians who travelled the lands, imparting the knowledge necessary to build defensible settlements and useful tools. In the following years the Lanwardrs and Wardrs emerged, magicians like the Alseyrs, who chose to settle down in specific areas to help those particular beings. Further information may be gleaned from such places as the library of Mineth. The current Angalonian year can be found using the 'date' command.
You are also responsible for knowing and following the rules.
Ignorance of the rules is no excuse; you receive numerous warnings to read
the rules during character generation.
There are just seven rules, shown below in bold. Following these rules and using common sense will suffice for most people, however the rules are described in great detail below to ensure they are clear to everyone. | |||||||||||||||||||||||||||
1. |
You are responsible for your characters actions at all times:
...regardless of who is at the keyboard, or their physical condition
(ie, drunkenness, etc).
If your character interferes with the enjoyment of another player's
enjoyment of the game you may be subject to punishment.
It is highly recommended that you maintain a secure password here on
Angalon so that others cannot log in as your character.
| Password tips: Don't use your login name in any form (as-is, reversed, capitalized, doubled, etc.).
Don't use your first or last name in any form.
Don't use your spouse's or child's name.
Don't use other information easily obtained about you. This includes license
plate numbers, telephone numbers, social security numbers, the brand of your
automobile, the name of the street you live on, etc.
Don't use a password of all digits, or all the same letter. This significantly
decreases the search time for a cracker.
Don't use a word contained in an English or foreign dictionary. 2. |
Harassment, discrimination and/or attacks of any kind will not be tolerated.
|
Angalon is composed of more than just automatons. Other players are just
like you - real people with real feelings. We expect mature and
respectful behavior from the players in the game and won't tolerate
people who seek to harass other players or are nasty in general.
We won't go into spelling out 'maturity', 'politeness' and
'respectfulness' here; if you don't know you may find yourself being
removed from Angalon.
| If you consider someone to be harassing you, and they don't stop after you ask them to, you can use the 'harasslog' command to inform Council (see 'help harasslog' in the game for more details). Please contact Council as well, explaining the context of what happened in the log. Also, remember that you can always 'quit' from the game if things get too much for you. 3. |
Multiplaying (or multiple characters) and transfering ownership of
characters is not allowed.
|
Simply put, one person in the real world is allowed to use only one character
on Angalon. Period. Trading, sharing, or giving away of characters violates this rule.
If you wish to remove your character to start a new one, see 'help removal'
inside the game.
| Players without a valid email address will be considered duplicate players and be subject to removal. Players caught multiplaying will be subject to removal. If you share an email address with another player, please mail council to avoid possible removal of either (or both) characters. 4. |
Giving or asking for quest solutions is not allowed. Neither is
taking advantage of a bug.
|
Sharing or requesting information that leads to the solution of a quest
is not allowed. Many people have worked hard to provide you
with challenges to make Angalon exciting. Cheating on quests is a slap
in the face to the people who did that work. If you really want to cheat,
download a game and use cheat codes. Don't do it here.
| Similarly, if you find a bug in the game that leads to a benefit for your character, you are required to report that bug, either through use of the 'bug' or 'commune' command or through mailing Council from any game post office. You should not abuse that bug for your own gain. It is also highly suggested that you do not share knowledge of the bug with other players for them to abuse. 5. |
Player robots are prohibited.
|
Angalon has enough non-player characters already. Note that aliases are allowed
(see also 'help quicktyper' inside the game). Triggers and scripts are allowed
to a limited degree - they should be there to assist playing, not
as a replacement. You should maintain control of your character at all times,
and a script should not be depended upon to make your character's decisions.
| 6. |
A valid email address is required for your character.
|
This address is available to all immortals of the game. It may be used by
the administrators to contact you, should the need arise. Usually
because you've forgetten your password!
| 7. |
Use of Guest by existing players is limited to emergencies.
|
Guest is a 'Player Character' ghost that prospective players can use to
look around and determine if our environment is to their liking. Guest is
not for:
retrieving loot from a corpse; exploring a new area; chatting with friends;
reading boards; reading the Top Players list; or anything else that your
character can do instead. An existing player can use Guest to alert
the council about a bug or other issue that prevents them from logging in.
| |
Council determines the appropriate punishment for rules violations on a case by case basis. This may take Council some time for deliberation, as we try to be fair in this. Council reserves the right to banish any character on their first offense. Council will also make the final decision on the correct interpretation of these rules. Any attempt to use a loophole in these rules will be considered cheating.
Above all, please maintain a respectful attitude of our immortal staff and your fellow mortals. You do not pay to be here, nor do we get paid for our contributions to Angalon. We just want everyone, mortals and immortals alike, to enjoy being a part of the Angalon experience.
Some of the punishments meted out over the years: in-game jail time; lost experience or quest experience; removal of coins or skills; removal from guilds; removal of your character; permanent banning of you; permanent banning of your site. The severity of punishment is influenced by factors such as: the severity of the transgression; your past behavior (and previous rules violations); your attitude.
'A few strong instincts, and a few plain rules.' - William Wordsworth
'There is no prison like a guilty conscience.' - Welsh proverb
Your actions may be monitored to ensure quality of the game and adherence to the rules. We respect the privacy of our players, but we acknowledge that we must sometimes invade this privacy to maintain the quality of Angalon. We apologize in advance for this fact of life. Be aware that we dislike having to do this, and will only do it when our suspicions are already raised by other factors. That said, we will keep any personal information that we may learn to ourselves.
Be aware that privacy on the Internet is not a given right, and we can not guarantee that outside parties will not also be able to see what you are doing on Angalon (or elsewhere on the net for that matter).
Immortal abuse of the privacy of mortals is punished harshly by Council.
Go to top of page Angalon can be reached via email at: angalon@angalon.tamu.edu