solicitation solicitate builder savant
To become a builder on this mud, you have to take the following steps: 1. Come up with a good and original area idea. Areas based on TV-shows, computer games, etc. are seldom allowed. Originality and quality are what we are looking for. 2. Think about your idea, think about what mobiles will run around, what kind of objects will be in the area, if there will be quests there, and if so, come up with some small quests there. 3. Write down all that, and send a note to imm on the idea board. In the note, write everything you have from the previous 2 points. Do not send entire room descriptions or the names of all the mobs and object, but give us an idea of what the area will look like. Also, mention the level range you would like for the area. 4. Wait, immortals do read the ideas board, and will review your idea, if it looks good, they will contact you. NOTE: Try to add a story or a concept to your area, who lives there, what can you do there, why would someone go there. The note you write to imms should get them interested in the area and what goes on there. Example: Troubled waters tells about the worm uprising, worms who are fed up with being used as bait. It also tells about the crabbits living on the beach and how they were created by radiation. It also has a Huldu in it, as preview to Huldu Realm. (Yes, mixing an area with another one can be a very good thing.)

savant
SAVANTS - Level 101 PseudoImmortals Savants are special incarnations of a select group of mortals, doing imm-like jobs. They are neither mortal, nor immortal, but something in between. Savants are not to interact with mortals unless absolutely necessary to perform their set duties, and positively may not assist mortals in any way. They are not officially a part of the immortal staff, i.e. they cannot speak on the immortals' behalf, but they are required to conduct themselves in a responsible, professional manner and represent the immortals well. The Savants' jobs are defined in more detail by the Archon of their department, but generally they just have to stay out of trouble. They may have a mortal character on while they are working, since savants are under the same restrictions as immortals with respect to not being allowed to interfere with mortal business, no helping allowed, etc. Savants are only to act within their own field. I.e. builders should just build, and be required to stay invisible and not interact at all with mortals. (Public Relations savants on the other hand would be required to stay visible of course...) They may not join clans, because again they shouldn't interact with mortals at all with their savant character, and for those who are supposed to, like PR, they should be completely impartial to clan-related issues, etc. (The only exception to this is when a builder is doing work on a clan area.) What makes Savants imm-like is their inability to be killed, the ability to be in two places at once (one mort, one immort character), and the few commands that they are given to perform their savantish duties. What makes them not like imms is that they do not have any authority whatsoever, and have little freedom to do anything except their described duties. They may never claim to speak on behalf of the immortals, but they may speak for the mortals when talking to us.