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 VOLUME TEN, NUMBER NINE                                    March 15, 2003

                           TABLE OF CONTENTS
                           The Editor's Note

                         NEWS, REPORTS, UPDATES
                           Calendar of Events
                             Recent Updates
                           Recent Q&A Topics

                         A Hot Line From Hell

                               Clan News
               Fields of Albion Celebrates 2nd Anniversary
                The Dark Necromancers Society Recruiting
                The Council of the Nine Winds Recruiting

                              The PK Front

                       The Crimson Journal, Part 1
                             Ransom's Return
                      You Can Never Go Home Again
___                                                                   ___
\  |-----------------------------------------------------------------|  /
/__|                      The Editor's Note                          |__\

Thanks to those who responded with enthusiasm to my pleas for more
content. There's a couple people I still need to get back to, I haven't
forgotten you! It's just been a crazy week.

It seems to have gotten crazier with yesterday's update which put in a
change that we'd talked about on the discussion board again in January.

While the discussion started with one character suggesting that flee have
a lag associated after it, this is NOT what was implemented.

Other people also latched on to a couple of immorts' comments when they
mentioned that the change would help bring some of the big mobs that were
intended to be taken by groups. This is NOT the reason the change was
implemented nor was it expected to be a cure-all for certain mobs that
are taken by solo characters.

What WAS implemented was a simple one line check:

   If the character being hit (regardless of PC or NPC) just reached a
       point where their wimpy would kick in
   AND they're standing and can move to another room
   AND they're not raging
** AND they're not affected by any skill delays **
   then they will attempt to auto-flee.

The check marked by **s was the line added. Previously only NPCs were
held to this. As one person at a Q&A discussion about this put it people
who used this tactic were able to get around the skill delay built into
all skills and effectively "get one special per round instead of two
while tanking." Holding everyone accountable to that same rule is the
main reason behind the change and affects both mobkill and pkilll.

Thanks to those of you who understand the change and have voiced your
support and to those who haven't merely voiced knee-jerk reactions to the
change, but have offered thought-out responses after playing since the
change. It is ALWAYS a bad idea to rely on a single skill or tactic to
define your character or playing style. The best characters (and players)
are always going to be multi-talented and flexible.

If you're interested, there's also more discussion and insight into the
reasoning behind this topic at:

Have a great week!

___                                                                   ___
\  |-----------------------------------------------------------------|  /
/__|                   LegendMUD Calendar of Events                  |__\
          [All times are system time unless otherwise specified]

                         Su Mo Tu We Th Fr Sa
                          2  3  4  5  6  7  8
                          9 10 11 12 13 14 15
                         16 17 18 19 20 21 22
                         23 24 25 26 27 28 29
                         30 31
Monday,    March     17th                   Happy St. Patrick's Day 
                               all day      Find & kiss the Blarney Stone
                                                  for good luck all year!
                              10:00 pm      Irish Casino
Thursday,  March     20th      7:00 pm      Q & A in the OOC Auditorium
Saturday,  March     22nd                   March Madness Tinyplot
Thursday,  March     27th      7:00 pm      Q & A in the OOC Auditorium

NOTE: Sandra's PK Tourney has been postponed until she has time to run one.
Coming in April....
- Easter!
___                                                                   ___
\  |-----------------------------------------------------------------|  /
/__|                          Recent Updates                         |__\

    /\                         CODE UPDATES
   /  \     
  /    \    MISC CHANGES:
 /_    _\     o OOC command only interprets the stand command IF you're
   |  |         not already standing.
   |  |       o When you come out of a trance you get the message "Your
   |  |         steps slow and you stop dancing as you come out of the
   |__|         trance."
   /  \     BUG FIXES:
  /    \      o Players who wimpy out of a fight, must obey skill delays
 /_    _\       first, just like mobs.
   |  |       o You can't portion flaming food any more.
   |  |       o Calm spell shouldn't be giving two messages to the caster.
   |  |       o True form now charges 35 mana as per helpfile and doesn't
   |__|         let you go negative.
    /\        o You no longer destroy non-herbs when trying to brew them.
   /  \       o You can no longer steal owner-only items (e.g. flaming
  /    \        swords, makestaffs)
 /_    _\   
   |  |     TYPO FIXES:
   |  |       o Fixes for action tags for the following moods: abashed,
   |  |         angstful, approving, ashamed, bewildered, bored, scared,
   |__|         and tired
   /  \     UPCOMING (not in yet, but tentatively planned for next week):
  /    \      o More fixes for vehicles like the cart in Tara.
 /_    _\     o Fountains that cannot be moved won't count against your 
   |  |         housing costs.
   |  |       o Furniture type items that cannot be moved cannot be used
   |  |         as containers in inventory. (Tannenbaums are a good
   |__|         example of this) Once you drop them they can be used
    /\          normally, so find a good home for them now.
   /  \     
  /    \    
 /_    _\                      HELP FILE UPDATES
   |  |     
   |  |     General Topics:
   |  |          HARNESS
   /  \                           AREA UPDATES
  /    \    
 /_    _\   If you want to suggest specific improvements or new additions
   |  |     to existing areas please don't hesitate to submit them with     
   |  |     the idea/bug/typo commands or drop mudmail to the builder
   |  |     currently responsible for the area (use AREAINFO to find out!)
    /\      Flavor/foul/purify/poisoning teachers check align to qualify.
   /  \     
  /    \    1802 ALASKA
 /_    _\        Some typo fixes, Napachee and other Inuit should respond
   |  |          better about the ten-legged bear, and the fight act on
   |  |          the ten-legged bear was upped so it should actually go
   |  |          off now.
   /  \          Trader no longer sells dhows - so he won't be littering
  /    \         town with them anymore as he moves. Adds a bit of color
 /_    _\        to the menu. Various bugs fixed.
   |  |     
   |  |          Be careful with Duvier, he may surprise you. Belugas
   |__|          cannot be hunted. The woodworker and his journeymen have
    /\           some new goods. Various minor bugs and typos fixed.
   /  \     
  /    \    PORT OF LONDON
 /_    _\        More chances for the dockers to clean up the lumber on
   |  |          the docks.
   |  |     
    /\      TORTUGA
   /  \         Various minor bugs and typos fixed.
  /    \    
 /_    _\   
   |  |                    In Progress Area Updates
   |  |     
   |  |     This section is intended to share what builders are working
   |__|     on behind the scenes. It is not a perfect record of progress
    /\      as all builders do not commit updates every week. Badgering
   /  \     builders about their progress will get you flogged. 
  /    \    
 /_    _\           Cheyla        Zanzibar Expansion
   |  |             Kae           Larderello (Dante's Hell)
   |  |             Leila         London Expansion
   |  |             Piccolo       Ming Dynasty China        

  _______   ____    _______
 /  ___  \ / __ \  /  ___  \  Logs of Q&A sessions are available on the
 | /   \ | \ \/ /  | /   \ |  web pages for those who are unable to attend
 | |   | |  \  /   | \___/ |  or had to leave early. The most recent ones
 | |   | |  /  \/\ |  ___  |  are listed on the sitemap page or you can
 | | /\| | / /\  / | /   \ |  get a complete list on the Q&A index page
 | \_\ \ | \ \/  \ | \   / |  at the url below.
  \___\/_/  \__/\/ \_/   \_|


                                RECENT TOPICS

 o Negative Mana on Trueform?        o Is Ac Off on These Items?
 o Purify/Sterilize Skill?           o What is the wimpy change?
 o Vehicles & Wagon Quest            o Changes for Limans and Kleiners?
 o Craven & Wimpy Change             o Craven's Rant on Roots, Again
 o General Suggestions/Questions

 o Trueform and Negative Mana?       o Slow Q&As and What's Logged?
 o Bug with Brew? Why Herblore Req?  o Vehicles: Carts & Wagons
 o Talking to Objects? 

 o How Long are Archives Kept?       o Seeing Illusion Descs For Expies?
 o Fixes for Moods/Socials?          o Pillars of Darkness?
 o Not Enough Controversial Changes? o Possible New Spellbooks?
 o Money Running with Pack Animals?  o Post Title Discussion
 o Old Equipment Discussion          o Compact Damage Message Scale?
 o Damaged Eq Losing Stats?          o Photos Count as Mail?
 o Bug With XP to Level?             o Hell Progress? 

___                                                                    ___
\  |------------------------------------------------------------------|  /
/__|      LEGENDITES: Information Regarding the People of Our World   |__\

                Vanion has reached 200 million experience!

                         Sprite, self-proclaimed proprietor of Knight of 
      L|J(_)             Legend Sir Lawrence Windstrom, was recently seen 
  )    | (")      (      running around in Australia on her lonesome, 
  ,(.  |`/ \- y  (,`)    wearing a shredded handkerchief with the monogram
 )' (' | \ /\/  ) (.     of Lady Emrysia Royce, staggering and droning,
(' ),) | _W_   (,)' ).   'Im... Ho... Tep...'. Perhaps some of the 
                         assorted mage societies around should look into
 A Hot Line From Hell    the questionable legality of letting elementals 
                         watch the late night horror shows on TV?

Sir Percy Blakeney appears to have regained his freedom thanks to the
merciful hands of his wife Aemilia Blakeney who appears to have decided to
purchase him off Riley at the first chance she gets. Riley, in turn, seems
to have purchased the English fop off Raphadhu Spotted Horse for the
staggering price of -- two pelts. No doubt, this is the most striking blow
to Sir Percy's pride we have yet witnessed. Another contestant for the fop
appears to be Briarwen, although this does not seem to meet the approval
of Jakov Alekseyevich who has accompanied the lady a fair bit of late.

On the smaller news side, Lady Dechtire of Ulster appears to be still
searching for the ultimate cure against vampire hickies, and surprisingly,
Briarwen still appears to be keeping her part of the work arrangement she
agreed to with Sister Trinity d'Arpajon; the wench -- this being the
euphemism of her choice for her profession -- appears to be only
fertilizing the soil for future encounters, so to speak, but not actually
harvesting at the moment. The on-going saga of Alyxia and the concept of
bathing remains unsolved; the hoyden remains surrounded by a certain
distinctive smell which certainly is not that of soap.

     ___                                                          ___
     \  |--------------------------------------------------------|  /
     /__|                      Clan News                         |__\

                Fields of Albion Celebrates 2nd Anniversary

Congratulations to The Fields of Albion as they are celebrating the 2nd
year of their founding on March 19th under the free-forming clans system.

When asked for some information or history about the clan, the GM Pflanzen
Botanique had the following to say:

   In many ways, we're a quiet clan that enjoys hanging out together
   when we manage to be around at the same times. We may not move fast
   nor far, but we have a good time doing it. We're a fairly loose
   organization with several members who come and go as they have
   time, but the main group of regulars are all awesome people.

   Thanks so much to Ibrahim and Mabel for embracing our causes so
   completely and bringing such awareness of such vital issues as
   recycling and wildlife preservation. It's great to see people
   having such fun with the roleplay theme of the clan and especially
   one where it's so difficult to take yourself too seriously.

   A few of us had been tossing around some ideas for celebrating the
   start of Spring, but haven't settled on anything yet, so it won't
   likely be big, but perhaps we'll be more organized for summer.
   If you're interested in joining a clan that's got a sense of humor
   and is themed around nature visit our web page at:
   to see if it looks like something you'd enjoy too!

                                       Pflanzen Botanique
                                       GM Fields of Albion

  For more information about this clan of Legend, contact their GM
 Pflanzen Botanique or any other members, check out the CLANS command,
           or try a search for ALBION on the web pages:
( and enter keywords in the SEEK box).


The Dark Necromancers Society has been formed to create a healthy
environment for fellow raisers of the dead, and conjurers, and
those showing promise in the field of magic. Whether your truly
evil, misunderstood, or just looking to band with those of
similar magical abilities, the Necromancers could be the place for
you. Any questions on joining, or other information on the clan
can be obtained by contacting the current GM, Sarevok via
tells or mudmail.


                    Prophecies of the Nine Winds
             Fire, to light their way.
             Water, to wash away their sins.
             Wind, to speed their way.
             Earth, to protect them from enemies.
             Spirit, to help guide them on their quest.
             Ice, for the tears that will fall from their glorious eyes.
             Courage, to overcome fear.
             Holy, to heal their gaping wounds.
             Darkness, to bind them.
                          Kelandor Faelanea,
                          Prophet of Raedlellan,
                          The early ages.

The Nine Winds, a power to be reckoned with. There had been only 40 people
who could wield the great power of the Winds. Even they were spead across
the vast world, destined to meet and bring forth the leader that would
lead the Council to everlasting glory. They said the leader would be a
peasant who would become a king. Others had said the leader would not be
human, but a creation of a god, some said the god was Thrail, Priestess of
Life. Others said it was the god of Chaos and Destruction, Borimaer. But
in fact, he was a creation of both.

The Nine Winds were powers of the life and death of natures beings, the
Winds used the souls of the deceased and the life force of those few great
living creatures. In a side affect it created a power, a force of utter
invincibility. Some used it in physical ways, such as fighting skill and
things of that sort. Others used its great powers for magic, those few who
did became great Wizards and or Priestesses. Good or evil, both sides had
but 20 of these great people. 20 people on either side to be able to wield
these great winds.

Only one side had the Council formed, and for the Wind Walkers of good
that was bad. Those few Wind Walkers that were good stirred and the sense
of the winds took over. The men and woman of the wind began to come forth,
seeking their leader.

The first to follow the sense of the winds would be the leader, the
Council GM, Alganai, Prince of Raedlellan, City of Gold. Then he bagan to
call for his brothers and his sisters, and The Council of the Nine Winds
was formed. They started with 8 and are bound to 20.


There are currently 16 RP clans and 9 PK clans. This leaves open slots
for seven (7) more clans to form. For more information, read HELP CLAN and
see the clan information list via the CLANS command while logged into the
game. For a basic handbook and reference guide for players interested in
starting and running a clan, we recommend that before you even type FORM,
you visit:

     ___                                                          ___
     \  |--------------------------------------------------------|  /
     /__|                    The PK Front                        |__\

Numbers overall were down, but with Spring Break for many people, it's
not a complete suprise. The Grendels maintained their spot as the PK clan
with the most active members last week. The Infernals also maintained
their presence and a trio of Coven members did their work for the
Goddess. The IRA and the Knights of Legend also had a pair of members
each out on the pk front.

Panucci's Pizza seems to have been closed for the week and the School of
Hard Knocks remained dark and empty. The members of the Syndicate and
Hermetic Order were also noted as missing from the field this week.


In the past week there were 54 pkill-related deaths involving 24
different characters. Of those 24 characters, 19 of them were accept all
at the time. So come on, let's get YOUR name up in lights! We can't
report on it if you don't tell us about it!

If you have you witnessed or committed any glorious or nefarious deeds,
send a short report to us at the LT. If you are looking for a fight,
recruiting, or anything else related to PK (not necessarily PK Clan
related), send it in! It's free AND you'll get a prize token! Be a
celebrity, the envy of all your friends! Tick off your enemies or just
tell your side of the story! The possibilities are endless -- act today!!
             /                       \
        o O | Wonder what folks are   |
  `\|||/    | doing over at LegendMUD?|
   (o o)     \_______________________/

                       The Crimson Journal, Part 1

Greshym reached for the dagger in his pocket and dragged it across his
palm, until the familiar crimson came to the surface. He controlled the
power with years of experience, careful not to let it take control of him
as it had so many others. He pushed a minute amount out and struck the
nearest Skalt'um.

'They just keep coming,' Er'ril noted as he drenched his sword in the
blood of the fallen evil pawn.

'I know, brother, but we must hold our own, we are of the few left with the
power to fight the darkness. Mages from all over are losing their powers
daily and we are running out of options,' said Shorkan with a sigh.

'We must pull back,' Greshym whined, 'Here I'll cause a distraction.' With
that Greshym struck down a Skal'tum surrounded by five others, and they
immediately turned to feed on their former ally. That was all the trio
needed to run, and run they did until they came to a small inn, in a town
called Winterfell.

An Ancient man in a pale robe greeted them as they entered with a smile, a
smile that was almost a little too nice, and not enough sincere. Er'ril
thought he saw a crimson smudge on the man's robe, but thought nothing of
it as they went upstairs.

After the innkeeper left and they thought it was safe to talk, Greshym
brought up what was on all their minds, 'What about the book? Should we
forge it and take the risk of the witch coming upon it and destroying the
world, or shall we sit here with our tails between our legs and do

'Until now I did not think the risk was worth it, but after the incident
before, I think it is our only choice,' said Shorkan with a sigh. 'What of
you brother give us your council.'

'I think it is not my choice, I am merely your liegeman, my only power is
that of the sword, magic is still a mystery to me and it probably always
will be,' replied Er'ril with humility in his voice.

'Brother you are more important than you say, and I believe you agree with
us when we say that we must take the risk, if I am to die today to save
the future, so be it,' commented Shorkan with a glimmer of hope in his

Greshym pulled out the blank book from his pocket and nodded his agreement
with Shorkan. The two blood mages uttered unintelligible chants as they
circled the empty book, then in unison they took out their daggers and
brought them across their palms, so their blood and the magic within it
touched the page, and with it all the goodness in their hearts, and almost
as soon as it started it was over, leaving Er'ril alone in the room.

The next morning Er'ril woke up alone, he stored the book safely away,
knowing that he would have to guard the book, until the one who would save
the world arrived. No matter how long that would be, the book granted him
temporary immortality. With a sigh and a heavy burden he walked
downstairs. He expected to meet the overly nice innkeeper from the night
before, but as far as he could see no one was there. He went to the
counter to pay and a horrific stench filled his nose, there where the
innkeeper should be was a corpse, bloodied and beaten. Skull was gone, and
something told him that soon the dark lord would know of the book he held.
He sighed, and realized he should have listened to his instincts. He would
not make that mistake again. He would have plenty of time for it though;
he had a long journey ahead of him.


                            Ransom's Return

He looked around the Inn and wondered where time had gone. He had left
with Sir Vhache what seemed like just yesterday, but too many things had
changed for it to have been just a day. The faces he saw were not ones
that he knew, nor, it appeared did they know him.

'What has happened to me?' he mumbled.

'Ransom? Ransom Kirvel?' He looked to the voice and smiled, finally
recognizing someone.

'Richard. It is good to see a face that I recognize,' the young man said.

'You have not changed at all, Ransom.'

'Nor have you, but it seems everything else has.'

'Yes, it has been quite some time since you and that knight have been
around. Speaking of which, where is he?'

'He went into a cave...but never came out...' Ransom sighed and looked at
his feet.

'I am sorry to hear that, Ransom. Will you still become a knight?'

'No.. I don't think so. I recently met one... but I am not one that favors
a knight fighting with a woman, let alone his wife.'

Richard nodded and chuckled. 'Still the idealist, I see'

Ransom chuckled. 'That is thrice, in as many days that I have been called
that. To answer your question, yes, I am still the idealist, but have come
to know a bit of reality as well, and sometimes wish I could go back to
not knowing it. They say that ignorance in bliss... that could have more
than just a speck of truth in it... but then again, I cannot be naive

'Why not? I have seen many come through those doors that know not the evil
that is around them, and seem happy in that.'

'Yes, I am sure that is so, but we are told, "We henceforth be no more
children, tossed to and fro, and carried about with every wind of
doctrine, by the sleight of men, and cunning craftiness, whereby they lie
in wait to deceive." I must know some of the world and its evils to see it
for what it truly is.'

'And what is that, young squire?'

'I am not sure yet... but I shall spend time finding out, so that i might
better serve the one who created me.'

'Ever the idealist, even when trying to be a realist.' Richard laughed,
poured the young man a tankard of fresh water, and chuckled to himself as
he set about his chores again, wondering what the young man would find in
his search, and what it would do to him when he found it.


                     You Can Never Go Home Again

Well, ok, so that's not technically true, but it's just never gonna be
the same as you remember it either.

Somethings are better than you remember: the taste of the food, the smell
of the flowers, the glint of sun off the stained glass in the cathedral...

Other things are worse than ever... the corruption in government, the
undesirable advances of sailors and soldiers, the lack of sentiment and
love on the part of you family.

Take my sister for instance... she couldn't care less that my travelling
companion, a busty barmaid named Briarwen, and I had found him murdered
in their house -- the house I had left years ago, swearing never to
return. After hearing who my family was, Briarwen was curious and was
trying to bring about some sort of reconcilliation or something equally
well-meaning but misguided like that.

So, when all my sister could do was whine about how Father was everything
in her life and all she wanted was to be with him, we sent her on her way
to be reuinted with the great, boring lout, Dr. Ruiz and his wife, dear,
departed Mama, who abandoned us at such tender, impressionable ages.

Whatever. It's not like she even recognized me. A few people around town
did, or maybe I only imagined a twinkle of recognition in their eyes
as the light faded from them. As we waded our way through the city, for
that's probably the best way to describe walking through the piles of
corpses we left lying in the streets, I wondered at my companion's
motives for such senseless violence, but for me it felt good to flex
muscles long unused while lying on that cold, stone altar all that time.

Perhaps my new boss, who'd taken me in as I wandered still confused and
sluggish-brained after I'd awoken from that imbecile mage's "helpful"
spell, would be pleased with the demonstrations of the sins we'd commited.
Others were likely to be shocked when they heard the news, especially the
ones that take me at face value -- a pretty young thing who plays at being
a thief, but not a serious threat. No, not someone as smooth as Silk.

The Legendary Times is published by the immortals of LegendMUD. Please send
replies, additions, or corrections to our address at for
inclusion in the next edition. All subscription options are now handled
at this url: 
For RP submissions, copyright ownership remains with the author. We do
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