Help Files:Mithlond Help Files

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Administrative

Local Administration

Aleswyn - Culture +Ruler

Glintaur - Local Admin

Narthalion Celairuth - Local Admin

Nob - Culture +Ruler

Vasa - Local Admin

Feel free to ask any of the above no matter what the problem. They are always open for questions and/or suggestions. If none of the admins are online, or are busy ICly or otherwise, feel free to use the in-game mail system to send a +mail to the mith-admin BB. That will send +mail to all of the names listed above.

Building

One of the joys of living in a community is building and decorating it. Any of the Mithlond Admins can be approached with questions about building.

Building Guidelines

Don't make more than is necessary; and ask before you build (usually necessary anyways if you are not set up as a builder). Try and keep it IC, if possible. There should be very little need for something OOC to be created. Again, ask before you build it. Be sure to read the sections found within 'News Building' and be familiar with them! You will be expected to follow the guidelines set by the MUSH admins as a standard.

Building Homes

The official word on building your own little space can be found in 'News Building'. Keep this word in mind if you plan on making your own home: Not all characters have their own private quarters. Ask before you make some for yourself. The main problem being the conservation of finite database space. If you do not understand that comment, we can't help you. At any rate, each person is allowed two objects to create and code upon as they desire. If you use one of these objects to make yourself a little hut or house to live in that's your business. Keeping it IC and theme-compliant is the major concern, then. Build it as you like, then ask one of your LAs to check it out and make sure that there is nothing that needs changed (ceiling fans, refrigerator, etc.).

IC Locks

IC locks can be nasty to work with when dealing with ones installed by those with little idea what is IC and what is not. IC lock = You have key, you can unlock it. It is not to be based upon race or culture. You cannot lock a door to only Elves, or only Mithlondhrim, and have it be In-Character. There are ways to lock things to attributes such as strength, for instance. In certain cases those could be considered IC (you keep your door locked with a large rock when you're not home <Troll method>). Just use common sense when locking ICly and keep in mind what should be locked IC and what should be locked OOC. If you have questions, ask. It's the easiest way to clear up confusion.

Globals

The following commands are available to Mithlondhrim, MUSH-wide.

+mwho This lists the entire registry of Mithlond. The hilited names are players currently connected

+mhelp Lists the index of the help files you're currently reading

+mwho/<title> Lists a cross-section of +mwho by title restriction. ie: +mwho/Arhistir lists all guards

+mtime Lists weather and moon phases in Mithlond

+mon Lists all currently connected Mithlondhrim

+mguest Lists all currently connected registered guests in Mithlond

+mpoll <text> Changes the currently mpoll

+mooc Takes the player to the Mithlond OOC room

+mic Takes the player to the room from which they typed +mic

+mdoing Sets your 'doing' text in +mon

+mtrail/help Shows information about Mithlond's IC message system

+mwhere Shows location of all Mithlondhrim

+msuggest Annonymous method of sending a suggestion to Mithlond's LAs


There is a slight problem when you're within Moria's ZMO. These commands trigger Moria's help files and not ours. Leave their ZMO and the problem is solved.

Guests

Form follows function...

While in Mithlond, a couple reminders:

1. Check your own cultural MOTD or Login message for updates specific to your culture. You won't see them here.

2. If a 'permanent' guest on assignment from your government, ambassadors, trade representatives, etc, please contact the Mithlond administration in order to be added to the <Mithlond> channel lock.

3. Ambassadorial and Dignitary guest quarters are available in Minas Earil at the west end of town. Short term guests may stay in the Guest Hostel located near the Inn. Please make use of the stables if you rode to town.

4. Questions? Ask a local admin. Dunno who they are? +MHELP ADMIN

In-Character

The administrators of Mithlond would like for you to keep all these guidelines for IC behaviour in mind. Read through them and feel free to ask one of them (#Local Administration) if you have questions.

Intro

IC stands for In Character. It is a very important concept and MUSHwide guidelines are described in NEWS. However, there are some specific issues of IC interaction that the administration of Mithlond finds important. IC interaction is necessary for good Role Playing and good Role Playing is crucial both on a systemwide basis and within small communities. Furthermore, you will be rewarded for good Role Play with leeway to create TinyPlots that would not be trusted to less experienced Role Players. Most important is that you help others Role Play with skill and creativity. Hopefully we can all have a great time playing with each other as well as Role Playing with folks from other realms! Check the School up in the OOC Complex, there are classes on RP held there every now and then.


Also, please keep in mind that the +Ruler(s) of a culture has/have the final say in all things in their culture and the ICness of those things.

Commerce

Read up on 'Help ICmoney' and you will have a basic understanding of the system. Elves are in a special case where the 'money' side of the system really isn't IC for them. Money just isn't very important to immortal creatures. Face it. The reality of the situation, though, forces us to take on some accouterments of the system for our own good. Money is doled out to players on a basis of necessity and position. Traders, for instance, are given the necessary amounts to seal pacts with foreign nationals. The average travelling Elf has no need for coin. They can live off the land if it comes down to it. Other points of commerce relate to trading and the goods to be traded for therein. Three IC trade goods are available at this time: Ore, Wood and Leather. Every culture can make these commodities at different rates. This helps set things up for inter-cultural trade. Do the math. Figure it out. Ask questions if you really have any.


Communication

There are two noteboards in Mithlond both for IC communication. One is located in the Blue Dolphin Inn, where you'll find general messages of interest to the whole town. The other is located in the Smith's Halls, where you can leave an order with the weaponsmith and/or armoursmith if neither happens to be 'in the office'. Long-distance communication between other cultures can be accomplished by sending a message along with an outbound colindo (courier). The use of +mail for IC communication isn't really IC, however the rules for this can be bent in some cases. See IC MAIL for more information.

Elves

How to make it look like you've been an elf all your life in two easy lessons:

       Galdor bows deeply, "Mae govannen, mellon."

This translates to: Galdor bows deeply, "Well met, friend."

       Galdor bows, "Namarie.."

This translates to: Galdor bows, "Farewell.." With those two phrases under your belt, you'll be greeting and parting with other elves in an IC manner. Non-elves wouldn't know what 'namarie' meant if it hit them in the head, so in those instances just use 'Well met, friend!', 'Farewell!', or anything else that comes to mind. You also may use the +speak command (see: help +speak in-game) as an IC form of communication among elves. Be warned though, other races may view this as rude, or may wander off in their own native tongue, leaving you completely out of their conversation.

In-game, read up on NEWS NOLDOR, NEWS SINDAR, and NEWS SILVAN, if necessary. As always, your best resource for this kind of information is the Silmarillion.

For a list of common Elvish phrases and words, see #Elfspeak

Elfspeak

Resources on the Elven languages, for those who wish to add extra authenticity to their RP or who are just curious.


Sindarin

The language of the Sindar, or Grey-Elves, now the common tongue of all Elves in Middle Earth.

Dictionary:

http://www.jrrvf.com/hisweloke/sindar/

Note that words in Sindarin (Or Quenya!) form plurals in different ways than English. Father is "adar" in Sindarin, but fathers isn't "adars"! If you are using a Sindarin dictionary to form a name, also keep in mind that the second word in compounds is usually mutated. Mutations and plural formations are discussed in detail here:

http://folk.uib.no/hnohf/sindarin.htm

If you need help with naming or general Sindarin usage, feel free to contact the LAs.

Quenya

The language of the Noldor, also called High Elven. As a spoken and living language Quenya has all but died out, but it persists as the noblest of all Elven tongues, though only among the Noldor is it occasionally used. For those Elves who know it, Quenya is a language of books and lore.

Dictionary:

http://www.geocities.com/aikanaro42/dictionary.html


Grammar:

http://www.uib.no/people/hnohf/quenya.htm

Mail

The use of +mail for IC communication is more or less like writing a letter to someone in the same town in real-life. Sending +mail to someone from another culture/town with the intention of passing IC information is better accomplished through the use of Mithlond's messengers. It's more IC that way and allows for more RP. When writing IC +mail, preface your letter with something like the following: Posted on fine vellum, ;and write as if you were In-Character throughout the body of the letter, signing your character's name at the bottom. Wondering how +mail works? Take a look at 'help +mail'

Time

Different cultures obviously have different methods of counting time as it passes. Herein you will read summarizations of those methods to increase your knowledge and assist in adding flavour to your RP

Of Elves

The Eldar in Middle-earth reckoned in long periods, and the Quenya word yen, often translated as 'year', really means 144 of our years. The Eldar preferred to reckon in sixes and twelves as far as possible. A 'day' of the sun they called re and reckoned from sunset to sunset. The yen contained 52,596 days. For ritual rather than practical purposes the Eldar observed a week or enquie of six days; and the yen contained 8,766 of these enquier, reckoned continuously throughout the period.


In Middle-earth the Eldar also observed a short period or solar year, called a coranar or 'sun-round' when considered more or less astronomically, but usually called loa 'growth' (especially in the north-western lands) when the seasonal changes in vegetation were primarily considered, as was usual with the Elves generally. The loa was broken up into periods that might be regarded either as long months or short seasons. These no doubt varied in different regions; but only information concerning the Calendar of Imladris is provided. In that calendar there are six of these 'seasons'.


Laire and hrive each contained 72 days, and the remainder 54 each. The loa began with yestare, the day immediately before tuile, and ended with mettare, the day immediately after coire. Between yavie and quelle were inserted three enderi or 'middle-days'. This provided a year of 365 days which was supplemented by doubling the enderi (adding three days) in every twelfth year.


To help deal with the resulting inacurracy the 'Reckoning of Rivendell' would shorten by three days the last year of every third yen: the doubling of the three enderi due in that year was omitted.


The Eldar paid special attention to the 'twilight' (in the northerly regions), chiefly as the times of star-fading and star-opening. They had many names for these periods, of which the most usual were tindome and undome, the former most often for the time near dawn, and undome to the evening. The Sindarin name was uial, which could be defined as minuial and aduial. These were often called in the Shire morrowdim and evendim.

Of Numenoreans

The Numenoreans altered the arrangements of the Eldar calendar. They divided the loa into shorter periods of more regular length; and they adhered to the custom of beginning the year in mid-winter, which had been used by Men of the North-west from whom they were derived in the First Age. Later they also made their week one of seven days, and they reckoned the day from sunrise (out of the eastern sea) to sunrise.


The Numenorean system, as used in Numenor, and in Arnor and Gondor until the end of the kings, was called King's Reckoning. The normal year had 365 days. It was divided into twelve astar or months, of which ten had 30 days and two had 31. The long astar were those on either side of the Mid-year, approximately our June and July. The first day of the year was called yestare, the middle day (183rd) was called loende, and the last day mettare; these three days belonged to no month. In every fourth year, except the last of a century (haranye), two enderi or 'middle-days' were substituted for the loende.

A revised calendar introduced by Mardil the Steward in T.A. 2060 was called Steward's Reckoning and was adopted eventually by most of the users of the Westron language, except the Hobbits. The months were all of 30 days, and 2 days outside the months were introduced: 1 between the third and fourth months (March, April), and 1 between the ninth and tenth (September, October). These five days outside the months, yestare, tuilere, loende, yaviere, and mettare, were holidays.


Of Hobbits

The Hobbits are conservative and continue to use a form of Kings' Reckoning adapted to fit their own customs. Their months were all equal and had 30 days each; but they had three Summerdays, called in the Shire the Lithe or the Lithedays, between June and July. The last day of the year and the first of the next year were called the Yuledays. The Yuledays and the Lithedays remained outside the months, so that January 1 was the second and not the first day of the year. Every fourth year, except in the last year of the century, there were four Lithedays. The Lithedays and the Yuledays were the chief holidays and time of feasting. The additional Litheday added after Mid-year's Day, and so the 184th day of the leap-years was called Overlithe and was a day of special merrymaking. In full Yuletide was six days long, including the last three and first three days of each year.


The Shire-folk introduced one small innovation of their own (eventually also adopted in Bree), which they called Shire-reform. They found the shifting of the weekday names in relation to dates from year to year untidy and inconvenient. So in the time of Isengrim II they arranged that the odd day which put the succession out, should have no weekday name. After that Mid-year's Day (and the Overlithe) was known only by it's name and belonged to no week. In consequence of this reform the year always began on the First Day of the week and ended on the Last Day; and the same date in any one year had the same weekday name in all other years, so that the Shire-folk no longer bothered to put the weekday in their letters or diaries. They found this quite convenient at home, but not so convenient if they ever travelled further than Bree.


Days

The Hobbit week was taken from the Dunedain, and the names were translations of those given to the days in the old North-kingdom, which in their turn were derived from the Eldar. The six-day week of teh Eldar had days dedicated to, or named after, the Stars, the Sun, the Moon, the Two Trees, the Heavens, and the Valar or Powers, in that order, the last day being the chief day of the week. Their names in Quenya were Elenya, Anarya, Isilya, Alduya, Menelya, Valanya (or Tarion); the Sindarin names were Orgilion, Oranor, Orithil, Orgaladhad, Ormenel, Orbelain (or Rodyn).


The Numenoreans retained the dedications and order, but altered the fourth day to Aldea (Orgaladh) with reference to the White Tree only, of which Nimloth that grew in the King's Court in Numenor was believed to be a descendant. Also desiring a seventh day, and being great mariners, they inserted a 'Sea-day', Earenya (Oraearon), after the Heaven's Day.


The Hobbits took over this arrangement, but the meanings of their translated names were soon forgotten, or no longer attented to, and the forms were much reduced, especially in everyday pronunciation. As with their names of months, the Hobbits adhered to these translations, although elsewhere in the Westron area the Quenya names were used. In the language of the time of the War of the Ring the Hobbit day names had become Sterday, Sunday, Monday, Trewsday, Hevensday (or Hensday), Mersday, Highday.


Tolkien translated these names into our own names, naturally beginning with Sunday and Monday, which occur in the Shire week with the same names as ours, and re-naming the others in order. It must be noted, however, that the associations of the names were quite different in the Shire. The last day of the week, Friday (Highday), was the chief day, and one of holiday (after noon) and evening feasts. Saturday (Sterday) thus corresponds more nearly to our Monday, and Thursday (Mersday) to our Saturday.

Months

It appears that Mid-year's Day was intended to correspond as nearly as possible to the summer solstices. In that case the Shire dates were actually in advance of ours by some ten days, and our New Year's Day corresponded more or less to the Shire January 9. In the Westron the Quenya names of the months were usually retained, as the Latin names are now widely used in alien languages. They are: Narvinye, Nenime, Sulime, Viresse, Lotesse, Narie, Cermie, Urime, Yavannie, Narquelie, Hisime, Ringare. The Sindarin names (used only by the Dunedain among Westron speakers) are: Narwain, Ninui, Gwaeron, Gwirith, Lothron, Norui, Cerveth, Urui, Ivanneth, Narbeleth, Hithui, Girithron. In this nomenclature the Hobbits, however, both of the Shire and of Bree, diverged from the Westron usage, and adhered to old-fashioned local names of their own, which they seem to have picked up in antiquity from the Men of the vales of Anduin; at any rate similar names were found in Dale and Rohan.


Shire names are: Afteryule, Solmath, Rethe, Astron, Thrimidge, Forelithe, Afterlithe, Wedmath, Halimath, Winterfilth, Blotmath, Foreyule. It may be noted that Solmath was usually pronounced and sometimes written Somath; Thrimidge was often written Thrimich (archaically Thrimilch); and Blotmath was pronounced Blodmath or Blommath. In Bree the names differed being Frery, Solmath, Rethe, Chithing, Thrimidge Lithe, The Summerdays, Mede Wedmath, Harvestmath, Wintring, Blooting, and Yulemath. Frery, Chithing and Yulemath were also used in the East-farthing. See +Mhelp Month Table for a compilation


Seasons

Quenya names are: tuile, laire, yavie, quelle, hrive, coire, which may be translated 'spring, summer, autumn, fading, winter, stirring'. The Sindarin names are: ethuil, laer, iavas, firith, rhiw, echuir. 'Fading' was also called lasse-lanta 'leaf-fall', or in Sindarin narbeleth 'sun-waning'.

History

The history of Middle Earth (at least, the part we live in now) can be summed up in two eras, the Second and Third Ages. For quick reference, a brief description of each is provided here. This takes a very brief look at these important periods in history (ones through which your character likely lived!), so it's better you seek within Tolkien's works for a more comprehensive picture.

Second Age

In the beginning of this age many of the High Elves still remained. Most of these dwelt in Lindon west of the Ered-Luin; but before the building of the Barad-dur many of the Sindar passed eastward, and some established realms in the forests far away, where their people were mostly Silvan Elves. Thranduil, king in the north of Greenwood the Great, was one of these. In Lindon north of the Lune dwelt Gil-Galad, last heir of the kings of the Noldor in exile. He was acknowledged as High King of the Elves of the West. In Lindon south of the Lune dwelt for a time Celeborn, kinsman of Thingol; his wife was Galadriel, greatest of Elven women. She was sister of Finrod Felagund, Friend-of-Men, once king of Nargothrond, who gave his life to save Beren son of Barahir.


Later some of the Noldor went to Eregion, upon the west of the Misty Mountains, and near to the West-gate of Moria. This they did because they learned that mithril had been discovered in Moria. The Noldor were great craftsmen and less unfriendly to the Dwarves than the Sindar; but the friendship that grew up between the people of Durin and the Elven-smiths of Eregion was the closest that there has ever been between the two races. Celebrimbor was the lord of Eregion and the greatest of their craftsmen; he was decended from Feanor.


Third Age

These were the fading years of the Eldar. For long they were at peace, weilding the Three Rings while Sauron slept and the One Ring was lost; but they attempted nothing new, living memory of the past. The Dwarves hid themselves in deep places, guarding their hoards; but when evil began to stir again and dragons reappeared, one by one their ancient treasures were plundered, and they became a wandering people. Moria for long remained secure, but its numbers dwindled until many of its vast mansions became dark and empty. The wisdom and life-span of the Numenoreans also waned as they became mingled with lesser Men.

When maybe a thousand years had passed, and the first shadow had fallen on Greenwood the Great, the Istari or Wizards appeared in Middle-earth. It was afterwards said that they came out of the Far West and were messengers sent to contest the power of Sauron, and to unite all those who had the will to resist him; but they were forbidden to match his power with power, or to seek to dominate Elves or Men by force and fear.

They came therefore in the shape of Men, though they were never young and aged only slowly, and they had many powers of mind and hand. They revealed their true names to few, but used such names as were given to them. The two highest of this order (of whom it is said there were five) were called by the Eldar Curunir, 'the Man of Skill', and Mithrandir, 'the Grey Pilgrim', but by Men in the North Saruman and Gandalf. Curunir journeyed often into the East, but dwelt at last in Isengard. Mithrandir was closest in friendship with the Eldar, and wandered mostly in the West, and never made for himself any lasting abode.

Throughout the Third Age the guardianship of the Three Rings was known only to those who possessed them. But at the end it became known that they had been held at first by the three greatest of the Eldar: Gil-galad, Galadriel and Cirdan. The ring of Gil-galad was given by him to Elrond; but Cirdan surrendered his to Mithrandir. For Cirdan saw further and deeper than any other in Middle-earth, and he welcomed Mithrandir at the Grey Havens, knowing whence he came and whither he would return.

Mithlond

Here is the information, both IC and OOC which is particular to Mithlond.

Titles

Any Mithlondhrim may choose any title(s) from the following lists, provided that their character concept supports the title(s). None of these titles are restricted as such, though a rare few may be unavailable (Glintaur is the only Eruidir, for example) or require a character concept that is likely to be feature-level (the nobility titles, for example).

Nobility

These titles are found most often among Noldor, and generally connote the character with the title having been in the service of a book character.


Arphen - Noble

Heri - Lady (Que.)

Heru - Lord (Que.)

Hir - Lord, Master (Sin.)

Hiril - Lady, Mistress (Sin.)

Crafts and Resources

Aesben - Cook (esp. of meats)

Bachor - Trader

Calardan - Lampwright

Cennan - Potter

Cirthavron - Shipwright

Cuthavron - Bowyer

Galasdur - Gardener

Gondramdan - Stonewright, Mason

Habron - Clothier

Haldan - Seashell-Crafter

Hatheldan - Bladesmith

Helben - Furrier or Tanner

Lavandir - Herder

Malhindur - Gilder

Mirdan - Jeweler/Gemologist

Nathron - Weaver

Parron - Bookmaker

Pesnarphen - Fletcher

Rauddan - Metalsmith

Renathron - Sail-Crafter

Rothron - Miner

Sauhaerphen - Vintner

Tan - Smith

Tauron - Forester

Thandan - Armorer

Thavron - Carpenter, Builder

Hunting and Nature

Aermirben - Pearler

Faron - Hunter

Lavandir - Herder

Limben - Fisher

Orodben - Mountaineer

Radben - Guide, Pathfinder

Reindir - Tracker

Tauron - Forester

Tharandir - Explorer

Uimothben - Whaler

Arts and Music

Ganneldan - Instrument Maker

Glaerphen - Poet

Glasdur - Entertainer (Actor, Comedian, etc.)

Glirdan - Songwright Hindur - Painter

Lindir - Singer (male)

Lindis - Singer (female)

Linnor - Minstrel

Olthron - Artist

Pethron - Narrator

Talagand - Harper

Tal-Hiriol - Dancer

Teithron - Writer, Calligrapher

Timpinen - Flautist

Trenarphen - Storyteller

Knowledge and Research

Gildir - Star-Watcher, Astronomer

Goluben - Lorekeeper

Istui - Learned one, Scholar

Lamben - Linguist

Nospennasben - Genealogist

Parron - Bookmaker

Pennasben - Historian

Radeithron - Mapmaker, Cartographer

Trenarphen - Storyteller

Nautical

Mithlondhrim sail for a host of reasons-- for naval defense (though this has not been necessary for some time), to fish, or simply for pleasure. The title Cirben (or Cirdur) may be given to any mariner, regardless of their purpose for sailing.

Aermirben - Pearler

Cirben - Sailor

Cirdur - Sea-Captain

Cirthavron - Shipwright

Haldan - Seashell-Crafter

Limben - Fisher

Renathron - Sail-Crafter

Uimothben - Whaler


Healers

As elven healing power is said to be due to abstinence from hunting and war, characters who are titled as healers may not also be any type of warrior, hunter, or fisher.

Nethril - Healeress

Nethron - Healer

Guards and Rangers

The Tironath are Mithlond's guards. In times of relative peace, they may wander at will if they are not needed elsewhere by their leaders, yet all Tironath are prepared to be called back to Mithlond should the day come when the city falls under attack. The Tironath, led by Eruidir Thangil, includes both Guards (generally stronger and more heavily-armored, with greater skill in armed defense) and Rangers (generally swifter and more lightly-armored, with greater skill in scouting), which are equal to each other in rank.

Eruidir - Chief of the Tironath (Thangil)

Hothchir - Captain


Raindir - Ranger

Tiron - Guard

Intercultural Relations

Mithlond's diplomats fulfill many roles. Most are evident from their titles, though the Lathron's job differs from the others. Essentially a "spy," the Lathron collects information-- about the movements of enemies, traffic along the roads, unusual comings and goings, suspicious conversations, and things of a similar nature-- from as unobtrusive a vantagepoint as possible, reporting his or her findings to Cirdan or any other elves in need of such information.

Bachor - Trader

Celdir - Messenger, Courier

Gwaedhbedor - Ambassador

Lathron - Listener

Maebedor - Diplomat