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    -= Joining the Tribe =-

    Important Policies | Appearance | Culture | Environment | Magic | Joining the Tribe


    One of us...

    Relatively speaking, the Raft is a big tribe. More than that, it's a very close-knit tribe. Even visitors to the tribe are likely to quickly be welcomed into the strong sense of family that pervades the holt.

    There are four ways to become part of this family. They are:

    • Check the +roster on the game and apply to play a Reserved character.
    • Check out the +family of various members of the tribe and ask the player if you can become one of their relatives.
    • Bring your wolfrider character in for a visit and convince the tribe, over time and through RP, that you're good enough to stay.
    • Create a seaelf character from scratch.

    The fastest way to learn how to create a viable character on Two Moons, is to check out Natil's Character Creation Primer. Most of the things there, written primarily for wolfriders, also apply to seaelves. All you need to do is take into account the cultural, physical, and environmental differences between the two elf-types. (For example, most seaelves have never encountered a human. We live out on the waves and the humans have yet to master seafaring.)

    The chiefs, in order to approve your character, will be looking for very specific things. Among these things are:

    Name:

    Rafters are given a name by their parents or by the chief when they are born, which they may keep all their lives or they may change at some point. Their naming styles are relatively flexible and may be in the typical "wolfrider" style that combines one or two words into a name that describes the elf in some way -- physically, mentally or spiritually -- or they may be in the more typical "elfin" style, which tends to be more lyrical in nature.

    Appropriate descriptive style names are usually drawn from the environment and may be names such as:

    • Redtide, Stormgrace, Splash, Undertow, or Tern.

    Appropriate lyrical style names would include names such as:

    • Tethysia, Barmek, Raenaelf, Aurelia, or Talymar.

    If you ever need to change your name, use the following command:

    • @name me=(Your New Name)
    ^ Top
    Alias:

    This is merely a courtesy to your fellow gamers. You don't actually need it for approval as a fully-fledged character, but it's a good thing to have. In essence, it's nothing more than some sort of abbrieviation of your name and it simply makes it so there're less characters for others to type when they want to identify you to functions of the game. (Pages, +mail, sends, +finger, +family, +info, etc.)

    It's also useful if your character changes her name as a result of RP. If you have an alias that doesn't change, chances are people can still get ahold of you if they need to.

    • @alias me=(Alias)
      • Eg: An appropriate alias if your character is named Waveshine might be: @alias me=ws
        If Waveshine changes her name to Moonshine, she can keep her @alias the same, and her friends will still know it's her.
    ^ Top
    Sex:

    We ain't talkin' 'bout how often you "get some", here. We're talking about what your gender is. Male or Female. Real simple.

    • @sex me=(Male or Female)
    ^ Top
    Age:

    How old you are. Another simple thing. You can't have your magics (Sending and Magic Feeling) set without it.

    • &age me=(Age)
    ^ Top

    +Family Information:

    Your basic family information -- parents, brothers and sisters, particularly. Rare is the elf that doesn't know where he's come from. (Most elves don't have brothers or sisters, however, since most are born of a "one-shot" Recognition.)

    • &father me=(Father's Name)
    • &mother me=(Mother's Name)
    • &sisters me=(Sister's Name, if appropriate)
    • &brothers me=(Brother's Name, if appropriate)
    • &lifemate me=(Lifemate's Name, if appropriate)
    ^ Top
    +Info (Background):

    The personal history of your character. You'll want to look at things like where she was born, what her childhood was like, what her adolescence was like, any defining moments -- successes and failures. This is, really, anything that will help define your character's background and personality for the rest of the tribe.

    • &info me=(Your Background.)
    ^ Top
    Description:

    Obviously, this is very important. Everyone wants to know what your character looks like, after all. The chiefs won't approve you without a description.

    • @desc me=(Description)
    ^ Top
    Soulname:

    Every elf has a soulname. The chiefs, however, can't actually check and see that you've placed one on yourself. So, it's not crucial. But, if you ever get caught in a Random Recognition, or even a Choice Recognition, it's a handy thing to have. If you prefer to wait until you have a better idea of who your character is, that's okay, too.

    • &soulname me=(Your Soulname)
    ^ Top
    Recognition:

    Another one of those things the chief can't actually check, but that's good to have. Recognition is an interesting plot to play and you've got a choice of how you want yourself set up for it. There's Random, Choice, or None. Random opens you up to game-wide Random Recognitions run by the wizards. Choice means you decide for yourself whom you want to Recognize. And None means you're not interested in Recognizing at all.

    • +mate/set (Random, Choice, or None)
    ^ Top
    Assorted Sundry:

    Just a couple of other commands you might want to set up on yourself. Again, these aren't things the chief can check, but you'll find them useful. The first command will keep people from picking you up and walking off with you. The second will make it so that they can hand things to you if they want.

    • @lock me=me
    • @set me=enter_ok
    ^ Top

    Once you've got all of that set up, drop Redtide and Stormgrace a +mail in-game and let them know you're ready for a once-over. Park yourself in the Raft Info Room ("@tel #8182" if you're not already there) and wait. (That way they know where to find you when they want to check out your description.) They're usually pretty good at respondong to requests fairly quickly, but if you haven't heard anything in a week or so, don't despair. Simply send them a polite little reminder and be patient. A chief's work is never done.

    Et voilá! C'est tout! You're done. Once you've gotten your approval, you'll automatically be shunted into the Magics room, where you'll have an opportunity to set your magic scores. From there, it's out on into the IC world and the Raft Holt.

    Welcome home!

     

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