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		<id>https://elanthipedia.play.net/index.php?title=SimuCon&amp;diff=588146</id>
		<title>SimuCon</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=SimuCon&amp;diff=588146"/>
		<updated>2022-04-30T00:04:23Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* Prime Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}[[rare source::true| ]]&lt;br /&gt;
SimuCon is the annual Simutronics convention held in St. Louis, Missouri.&lt;br /&gt;
&lt;br /&gt;
The first SimuCon was in 1990, several years prior to DragonRealms&#039; creation, and it was actually called GemCon (for Simutronics biggest game of the time [[GemStone]]).&lt;br /&gt;
&lt;br /&gt;
The next SimuCon was in 1997 and was called SimuCon II.  After that all SimuCons were named by the year they were held from SimuCon &#039;98 through SimuCon 2007, though no SimuCon was held in 2006.&lt;br /&gt;
&lt;br /&gt;
In 1999 a large number of players, led by GameMaster Treveri, started a player-run DragonRealms convention in Las Vegas called [[VegasCon]].  The first VegasCon was coincidentally scheduled the same weekend as a similar GemStone meeting in Las Vegas.  After 1999 all VegasCons have been planned with both DragonRealms and GemStone at the same location.&lt;br /&gt;
&lt;br /&gt;
==GemCon==&lt;br /&gt;
*Location: King Henry VIII (hotel closed)&lt;br /&gt;
*Approximate Number in Attendance: 10&lt;br /&gt;
*Memorable Events:  &lt;br /&gt;
*Memory Sites:&lt;br /&gt;
&lt;br /&gt;
==SimuCon II==&lt;br /&gt;
*Location: [http://www.marriott.com/hotels/travel/stlap-st-louis-airport-marriott/ St. Louis Airport Marriott]&lt;br /&gt;
*Approximate Number in Attendance: 48 (DragonRealms only)&lt;br /&gt;
*Memorable Events: [http://www.royaldumpe.com/ The Royal Dumpe] outing&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/simucon%5D%5B/ SimuCon II Official Memory Site]&lt;br /&gt;
&lt;br /&gt;
==SimuCon &#039;98==&lt;br /&gt;
*Location: [http://www.adamsmark.com/stlouis/index.asp Adam&#039;s Mark St. Louis]&lt;br /&gt;
*Approximate Number in Attendance: 152 (DragonRealms only)&lt;br /&gt;
*Memorable Events: Downtown late night scavenger hunt&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/1998/ SimuCon &#039;98 Official Memory Site]&lt;br /&gt;
&lt;br /&gt;
==SimuCon &#039;99==&lt;br /&gt;
*Location: King Henry VIII (hotel closed)&lt;br /&gt;
*Approximate Number in Attendance: 437 (162 DragonRealms)&lt;br /&gt;
*Memorable Events: Duffy&#039;s Pub, Quavvy&#039;s Bar, Kygar Festival, Hero&#039;s Journey preview&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/1999/ SimuCon &#039;99 Official Memory Site] (Created by player of [[Kraelyst]])&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2000==&lt;br /&gt;
*Location: King Henry VIII (hotel closed)&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2000/ SimuCon 2000 Link Collection] (No official site made in 2000)&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2001==&lt;br /&gt;
*Location: [http://www1.hilton.com/en_US/hi/hotel/STLHIHF-Hilton-St-Louis-Airport-Missouri/index.do St. Louis Airport Hilton]&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events: GM Dunking Booth, Quavvy&#039;s Bar&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2001/ SimuCon 2001 Link Collection] (No official site made in 2001)&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2002==&lt;br /&gt;
*Location: [http://www1.hilton.com/en_US/hi/hotel/STLHIHF-Hilton-St-Louis-Airport-Missouri/index.do St. Louis Airport Hilton]&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2002/ SimuCon 2002 Official Memory Site] (Created by player of [[Kraelyst]])&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2003==&lt;br /&gt;
*Location: [http://www.sheratonwestport.com/ Sheraton Westport Lakeside-Chalet]&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2003/ SimuCon 2003 Official Memory Site] (Created by player of [[Kraelyst]])&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2004==&lt;br /&gt;
*Location: [http://www.sheratonwestport.com/ Sheraton Westport Lakeside-Chalet]&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2004/ SimuCon 2004 Official Memory Site] (Created by player of [[Kraelyst]])&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2005==&lt;br /&gt;
*Location: [http://www.sheratonwestport.com/ Sheraton Westport Lakeside-Chalet]&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
**[http://www.play.net/simucon/memory/2005/ SimuCon 2005 Official Memory Site] (Created by player of [[Kraelyst]])&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2007==&lt;br /&gt;
*Location:&lt;br /&gt;
*Approximate Number in Attendance:&lt;br /&gt;
*Memorable Events:&lt;br /&gt;
*Memory Sites:&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2014==&lt;br /&gt;
*Location: Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates: August 6th-10th, 2014&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2014 Indigogo Funding]&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Goodie Bag===&lt;br /&gt;
*Special Scripted Ring: {{sloot|i|twisted golden ring studded with multicolored stones}}&lt;br /&gt;
**132 possible aura combinations&lt;br /&gt;
**12 possible colors&lt;br /&gt;
**11 possible styles&lt;br /&gt;
*Unique Title: [[Title:Merrymaker|Merrymaker]]&lt;br /&gt;
*500 [[SimuCoins]]&lt;br /&gt;
*Level 4 [[RPA_command|RPA]]&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2015==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; August 6th-9th, 2015.&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2015 Indigogo Funding]&lt;br /&gt;
&lt;br /&gt;
===Auction information===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; width=&amp;quot;600px&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Item!!Details&lt;br /&gt;
|-&lt;br /&gt;
|Gore Voucher||Allows for the gorification of one weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Full Feature Alteration Voucher||Read [[Feature Alteration]] for more info.&lt;br /&gt;
|-&lt;br /&gt;
|Forgebinding Voucher||Good for 1 [[Forgebinding]].&lt;br /&gt;
|-&lt;br /&gt;
|Treasure Hunter&#039;s Sack||Contains four treasure maps with valid destinations.&lt;br /&gt;
|-&lt;br /&gt;
|Rebecho Voucher||Good for three sessions of work (must be completed at the same time.)  Read [[Rebecho]] for info.&lt;br /&gt;
|-&lt;br /&gt;
|{{sloot|i|beanbag homunculus}}||Incredibly verby, worn, TAP-changing toy.&lt;br /&gt;
|-&lt;br /&gt;
|Custom Chakrel, Soulstone, or (50 mana) Cambrinth Voucher||Any rares must be provided.&lt;br /&gt;
|-&lt;br /&gt;
|Shockwave Voucher||Allows for the wind slash/stomp/shockwave effect to be added to one weapon.  Enemy blow back w/damage. Effect is similar to {{ilink|w|spiked steel mace with a raccoon carved into its ebony handle}} and {{ilink|w|Ice-blue two-headed hammer marked with silver-inlaid lightning bolts}}.&lt;br /&gt;
|-&lt;br /&gt;
|Food Creating Voucher||Allows for the food-creation effect to be added to one weapon.  These items will randomly make food on successful hits ([[Post:Food_making_weapons_-_11/25/2013_-_17:41|Related Post]]).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Goodie Bag===&lt;br /&gt;
*Special Scripted Morph Pet: {{sloot|i|shapeless grey blob comprised of shifting shadows}}&lt;br /&gt;
**Linkable and unlinkable, making them truly yours.&lt;br /&gt;
**175,616 unique taps ([[https://docs.google.com/spreadsheets/d/1RJ79wGL94kXOoywoRsL14ldb57QibXg1ojaHwvPbmgI/edit#gid=0 Full list of options.]]).&lt;br /&gt;
**8 possible worn locations&lt;br /&gt;
**56 possible articles + adjectives&lt;br /&gt;
**56 possible colors&lt;br /&gt;
**56 possible nouns&lt;br /&gt;
**7 total verbs&lt;br /&gt;
**2 possible upgrade types:&lt;br /&gt;
**:- Upgrade to T5 includes 250,047 unique taps with upgrades --  63 adjectives/colors/nouns.  11 total verbs&lt;br /&gt;
**:- Upgrade type 2 includes custom TAP modifier + LOOK&lt;br /&gt;
*Unique Title: [[Title:Party_Benefactor|Party Benefactor]]&lt;br /&gt;
*500 [[SimuCoins]]&lt;br /&gt;
*Level 4 [[RPA_command|RPA]]&lt;br /&gt;
*1 Hour Pass to [[Fate&#039;s_Fortune&#039;s_Games|Fate&#039;s Fortune Games]] Area&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2016==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; August 17th-21nd, 2016.&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2016--2#/ Indigogo Funding]&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Goodie Bag===&lt;br /&gt;
*High Capacity Backpack: {{sloot|i|embroidered backpack depicting a large town by the side of a river}}&lt;br /&gt;
*Lighter: {{sloot|i|anlorma-avtoma beetle coated in iridescent glass}}&lt;br /&gt;
*Iltesh Instructions: {{sloot|i|serrated iltesh instructions}}&lt;br /&gt;
*500 [[SimuCoins]]&lt;br /&gt;
*Level 4 [[RPA_command|RPA]]&lt;br /&gt;
*10x {{ilink|i|golden rat token}}s for the [[Drathrok%27s_Duskruin#Duskruin_Labyrinth|Duskruin Labyrinth]]&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2017==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; August 2nd-6th, 2017.&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2017#/ Indigogo Funding]&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Goodie Bag===&lt;br /&gt;
*High Capacity shoulder worn: {{sloot|i|giant party sack bedazzled with countless glitterstars and shadowstars}}&lt;br /&gt;
*Level 4 [[RPA_command|RPA]]&lt;br /&gt;
*Unique Title: [[Title:Altruist|Altruist]] ({{sloot|i|brightly colored parchment}})&lt;br /&gt;
*Special Scripted Button: {{sloot|i|golden button set with a shadowstar}} or {{sloot|i|golden button set with a glitterstar}}&lt;br /&gt;
*Snake charm: {{sloot|i|shadowstar-eyed serpent charm}} or {{sloot|i|glitterstar-eyed serpent charm}}&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2018==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; August 8th-12th, 2018.&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.starwoodmeeting.com/Book/Simucon2018 Hotel Booking]&lt;br /&gt;
**[http://forums.play.net/forums/SimuCon/SimuCon%20&#039;18/General%20Discussions/view Official Forums Link]&lt;br /&gt;
**[https://discord.gg/f8Qkz4Y Unofficial SimuCon Discord Server]&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2018-community-adventure/ Indiegogo Funding]&lt;br /&gt;
**[https://gswiki.play.net/SimuCon_2018 GemstoneIV&#039;s Wiki SimuCon Page] Additional Schedule Details&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Non-Attendee Goodie Bag===&lt;br /&gt;
* 500 SimuCoins&lt;br /&gt;
* 2x RPA4&lt;br /&gt;
* Custom Title ([[Title:Zill Breaker|Zill Breaker]])&lt;br /&gt;
* {{sloot|i|extraordinary zillinen pouch with perfect proportions}}&lt;br /&gt;
* {{sloot|i|serrated khopesh instructions}}&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Attendee Goodie Bag===&lt;br /&gt;
* Custom Login &amp;amp; Logout Messages&lt;br /&gt;
* St. Louis Themed Goodies (Designed based on places gone to at &#039;Con)&lt;br /&gt;
* 500 SimuCoins&lt;br /&gt;
* 2x RPA4&lt;br /&gt;
* Custom Title (SimuCon themed)&lt;br /&gt;
* Scripted item designed with SimuCon only special materials&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2019==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; July 10th-14th, 2019.&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.marriott.com/event-reservations/reservation-link.mi?id=1550509047585&amp;amp;key=GRP Hotel Booking]&lt;br /&gt;
**[https://discord.gg/f8Qkz4Y Unofficial SimuCon Discord Server]&lt;br /&gt;
**[https://gswiki.play.net/SimuCon_2019 GemstoneIV&#039;s Wiki SimuCon Page] Additional Details&lt;br /&gt;
**[https://www.indiegogo.com/projects/simucon-2019/ 2019 Indiegogo Campaign]&lt;br /&gt;
&lt;br /&gt;
===Attendee List===&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2019 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
====Prime Players====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Atanamir&lt;br /&gt;
* Bellicia&lt;br /&gt;
* Lemb&lt;br /&gt;
* Nikpack&lt;br /&gt;
* Randdon&lt;br /&gt;
* Tenike&lt;br /&gt;
* Thamoir&lt;br /&gt;
* Totenus&lt;br /&gt;
* Zharen&lt;br /&gt;
* Grenhart&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Platinum Players====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TF Players====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:1;-moz-column-count:1;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Game Staff====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Armifer&lt;br /&gt;
* Evike&lt;br /&gt;
* Iocanthe&lt;br /&gt;
* Javac&lt;br /&gt;
* Lyneya&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Indiegogo Non-Attendee Goodie Bag===&lt;br /&gt;
* {{sloot|i|dark dragonwood beer barrel with onyx-hide straps }}&lt;br /&gt;
* {{sloot|i|plush zombie doll wearing a glittery wooden tree pin}}&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2020==&lt;br /&gt;
*Location:&#039;&#039;&#039; Sheraton Westport Chalet, St Louis, MO&lt;br /&gt;
*Dates:&#039;&#039;&#039; &amp;lt;s&amp;gt;August 6th-9th, 2020.&amp;lt;/s&amp;gt;&lt;br /&gt;
*Other Links:&lt;br /&gt;
**[https://www.marriott.com/events/start.mi?id=1582842565276&amp;amp;key=GRP Hotel Booking]&lt;br /&gt;
**[https://discord.gg/tZGPPyU Unofficial SimuCon Discord Server]&lt;br /&gt;
**[https://gswiki.play.net/SimuCon_2020 GemstoneIV&#039;s Wiki SimuCon Page] Additional Details.&lt;br /&gt;
**[http://forums.play.net/forums/DragonRealms/Discussions%20with%20DragonRealms%20Staff%20and%20Players/Game%20Master%20and%20Official%20Announcements/view/1722 Official forums announcement]&lt;br /&gt;
&lt;br /&gt;
===Cancellation===&lt;br /&gt;
On March 26th, 2020, it was announced that SimuCon 2020 was canceled.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hi friends,&lt;br /&gt;
&lt;br /&gt;
We&#039;ve gone ahead and made the very difficult decision to cancel SimuCon this year.  I know it&#039;s a long way off still, but we feel it&#039;s  the best thing to do for our playerbase and everyone&#039;s families and friends.  We&#039;re giving you as much advanced notice as possible so you can do what you need to do with any resources you may have devoted to SimuCon, like airfare or hotel reservations or vacation time. &lt;br /&gt;
 &lt;br /&gt;
We&#039;re still going to offer non-attendee goodie bags (the in-game swag) and put the funds raised from that into the budget for SimuCon 2021.  In addition, we&#039;re looking at how we can livestream some events, like round table discussion and the State of Elanthia.  We&#039;ll keep you posted about how we decide to handle that when it gets a little closer, but the plan is to do at least the SoE when it would have been scheduled in St. Louis.&lt;br /&gt;
&lt;br /&gt;
~ A Very Disappointed Lyneya, Kveta, and Xeraphina&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Attendee List===&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2020 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
====Prime Players====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* [[Dantia]]&lt;br /&gt;
* [[Dartellum]]&lt;br /&gt;
* [[Ceindrech]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Platinum Players====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====TF Players====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Game Staff====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:6;-moz-column-count:6;-webkit-column-count:6&amp;quot;&amp;gt;&lt;br /&gt;
* Evike&lt;br /&gt;
* Lyneya&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==SimuCon 2022==&lt;br /&gt;
*&#039;&#039;&#039;Location:&#039;&#039;&#039; &lt;br /&gt;
*:Sheraton Westport Chalet&lt;br /&gt;
*:191 Westport Plaza,&lt;br /&gt;
*:St. Louis, MO 63146&lt;br /&gt;
*:&#039;&#039;(314) 878-1500&#039;&#039; - Main&lt;br /&gt;
*:&#039;&#039;(314) 212-2100&#039;&#039; - Sales&lt;br /&gt;
*:&#039;&#039;(314) 212-2133&#039;&#039; - Office&lt;br /&gt;
*&#039;&#039;&#039;Official Simucon Dates:&#039;&#039;&#039; August 4nd-7th, 2022.&lt;br /&gt;
*&#039;&#039;&#039;Dates:&#039;&#039;&#039; August 2nd-9th, 2022.&lt;br /&gt;
*&#039;&#039;&#039;Group Block Name:&#039;&#039;&#039;  Simucon August 2022&lt;br /&gt;
*&#039;&#039;&#039;Group Rate:&#039;&#039;&#039;  $110 USD per night, plus tax.&lt;br /&gt;
*&#039;&#039;&#039;Room Options:&#039;&#039;&#039; 1 king bed or 2 double beds.&lt;br /&gt;
*&#039;&#039;&#039;Other Links:&#039;&#039;&#039;&lt;br /&gt;
** [[https://www.marriott.com/events/start.mi?id=1636045437853&amp;amp;key=GRP Hotel Booking]]&lt;br /&gt;
** Pending Forum Link.&lt;br /&gt;
** Pending Indiegogo Campaign Link.  (Planned to open approximately 60 days prior to convention start date.)&lt;br /&gt;
&lt;br /&gt;
===How To Book===&lt;br /&gt;
;Options for booking&lt;br /&gt;
# Use the Hotel Booking link above.&lt;br /&gt;
# Call the Sheraton via one of the phone numbers listed above and request to book with the Group Block Name listed above.&lt;br /&gt;
# Call Marriot directly at &#039;&#039;1 (800) 627-7468&#039;&#039; and request to book with the Group Block Name.&lt;br /&gt;
&lt;br /&gt;
;Group Rate Applicable Dates&lt;br /&gt;
:&#039;&#039;&#039;Start Date:&#039;&#039;&#039; Sunday, July 31, 2022&lt;br /&gt;
:&#039;&#039;&#039;End Date:&#039;&#039;&#039; Thursday, August 11, 2022&lt;br /&gt;
:&#039;&#039;&#039;Last Day to Book:&#039;&#039;&#039; July 13, 2022&lt;br /&gt;
&lt;br /&gt;
===Attendee List===&lt;br /&gt;
The below lists are of those people that have made mention that they are attempting to attend the 2022 conference. You may edit this page to add your character to the list.&lt;br /&gt;
&lt;br /&gt;
====Prime Players====&lt;br /&gt;
{{columns-list|4|&lt;br /&gt;
* [[Brisknite]]/[[Mevilan]]/[[Mortifer]]&lt;br /&gt;
* [[Pucktin]]&lt;br /&gt;
* [[Dantia]]&lt;br /&gt;
* [[Kaelie]]&lt;br /&gt;
* [[Lemb]]&lt;br /&gt;
* [[Madigan]]&lt;br /&gt;
* [[Mazrian]]&lt;br /&gt;
* [[Ravens Family]]&lt;br /&gt;
* [[Remyngton]]&lt;br /&gt;
* [[Telodia]]&lt;br /&gt;
* [[Grenhart]]&lt;br /&gt;
* [[Zalinyar]]&lt;br /&gt;
* [[Chyral]]&lt;br /&gt;
* [[Jadannax/Rufutie]]&lt;br /&gt;
* [[Atanamir]]&lt;br /&gt;
* [[Malign!]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Platinum Players====&lt;br /&gt;
{{columns-list|4|&lt;br /&gt;
* Imrimid&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====TF Players====&lt;br /&gt;
{{columns-list|4|&lt;br /&gt;
* Pending&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Game Staff====&lt;br /&gt;
{{columns-list|4|&lt;br /&gt;
* Lyneya&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=486074</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=486074"/>
		<updated>2018-04-05T04:10:18Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 7.	Creating Props and Portals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
#        &#039;&#039;&#039;	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
#        &#039;&#039;&#039;	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
#        &#039;&#039;&#039;	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
#        &#039;&#039;&#039;	Building a room&#039;&#039;&#039;&lt;br /&gt;
#        &#039;&#039;&#039;	Naming a room&#039;&#039;&#039;&lt;br /&gt;
#        &#039;&#039;&#039;	Describing a room&#039;&#039;&#039;&lt;br /&gt;
#        &#039;&#039;&#039;	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
#        &#039;&#039;&#039;	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
#        &#039;&#039;&#039;	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
#       &#039;&#039;&#039;	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;pre&amp;gt;            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&amp;lt;/pre&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Grey Wind Manor, Sky Room&lt;br /&gt;
|desc=Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
}}&lt;br /&gt;
&amp;gt; study crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; turn crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=The Creation House, Storage Room]&lt;br /&gt;
|desc=Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example (Day):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example (Night):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
*        &#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished object. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bending your will upon the unfinished object, you make a subtle change to its nature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished bone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly.  The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=A Decrepit Bedroom, Abandoned Tenement&lt;br /&gt;
|desc=The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an open hearth and a slightly-ajar door &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=A Decrepit Bedroom, Abandoned Tenement&lt;br /&gt;
|desc=The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an open hearth and a slightly-ajar door &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a rather dirty corner of the Hidey Hole.  It is in dire need of a link to another room via a direction.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly.  The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly.  The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD QC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Simple_golden_reliquary_stamped_with_the_image_of_Saint_Yalvache&amp;diff=485933</id>
		<title>Item:Simple golden reliquary stamped with the image of Saint Yalvache</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Simple_golden_reliquary_stamped_with_the_image_of_Saint_Yalvache&amp;diff=485933"/>
		<updated>2018-04-02T03:37:13Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=reliquary&lt;br /&gt;
|look=Fused entirely shut, the container shows no way to open it, forever protecting anything that might have been housed inside.  Upon the front panel, a tiny monkey rests near the disheveled Elothean woman&#039;s feet, its inquisitive eyes picked out in violet enamel to match her own.&lt;br /&gt;
&lt;br /&gt;
A simple golden reliquary reads:&lt;br /&gt;
&amp;quot;By Yalvache, my enemies shall fall!&amp;quot;&lt;br /&gt;
|MTag=gold&lt;br /&gt;
|STag=Yalvache&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=50&lt;br /&gt;
|appcost=1250000&lt;br /&gt;
|lsize=10&lt;br /&gt;
|wsize=2&lt;br /&gt;
|hsize=2&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You sense a matrix formed using Lunar mana, commonly referred to as the Targeted Magic Foci enchantment.  The enchantment is amazingly precise.  You sense it was enchanted using a red heavy fount with a coarse surface making it lesser grade with enhanced magnitude.  You perceive quite thick and perfectly clear lines empowering the enchantment.  This enchantment was tuned to provide additional magnitude and a moderate damage and accuracy increase to targeted spells.&lt;br /&gt;
&lt;br /&gt;
Invoke: You raise the reliquary up, and a golden glow surrounds it.&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Gnarled_azurelle_branch_dangling_myriad_stone_amulets&amp;diff=485929</id>
		<title>Item:Gnarled azurelle branch dangling myriad stone amulets</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Gnarled_azurelle_branch_dangling_myriad_stone_amulets&amp;diff=485929"/>
		<updated>2018-04-02T03:30:59Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=branch&lt;br /&gt;
|look=Thin yet still sturdy, the branch is woven with strips of raw leather that suspend numerous carved bits of stone.  Each amulet depicts another facet of nature&#039;s destructive power, from hurricanes, to floods, to rockslides, to animal predation.&lt;br /&gt;
There appears to be something written on it.&lt;br /&gt;
|MTag=azurelle, stone&lt;br /&gt;
|STag=hurricane, floods, rockslides&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=50&lt;br /&gt;
|appcost=2500000&lt;br /&gt;
|lsize=10&lt;br /&gt;
|wsize=2&lt;br /&gt;
|hsize=2&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You sense a matrix formed using Lunar mana, commonly referred to as the Targeted Magic Foci enchantment.  The enchantment is amazingly precise.  You sense it was enchanted using a red heavy fount with a coarse surface making it lesser grade with enhanced magnitude.  You perceive quite thick and perfectly clear lines empowering the enchantment.  This enchantment was tuned to provide additional magnitude and a moderate increase to mana efficiency to targeted spells.&lt;br /&gt;
&lt;br /&gt;
A gnarled azurelle branch reads:&lt;br /&gt;
&amp;quot;Bolstered by nature&#039;s fury, I strike at thee!&amp;quot;&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Gnarled_azurelle_branch_dangling_myriad_stone_amulets&amp;diff=485928</id>
		<title>Item:Gnarled azurelle branch dangling myriad stone amulets</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Gnarled_azurelle_branch_dangling_myriad_stone_amulets&amp;diff=485928"/>
		<updated>2018-04-02T03:30:34Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: Created page with &amp;quot;{{Item |noun=branch |look=Thin yet still sturdy, the branch is woven with strips of raw leather that suspend numerous carved bits of stone.  Each amulet depicts another facet...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=branch&lt;br /&gt;
|look=Thin yet still sturdy, the branch is woven with strips of raw leather that suspend numerous carved bits of stone.  Each amulet depicts another facet of nature&#039;s destructive power, from hurricanes, to floods, to rockslides, to animal predation.&lt;br /&gt;
There appears to be something written on it.&lt;br /&gt;
|MTag=azurelle, stone&lt;br /&gt;
|STag=hurricane, floods, rockslides&lt;br /&gt;
|type=magic&lt;br /&gt;
|weight=50&lt;br /&gt;
|appcost=2500000&lt;br /&gt;
|lsize=10&lt;br /&gt;
|wsize=2&lt;br /&gt;
|hsize=2&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You sense a matrix formed using Lunar mana, commonly referred to as the Targeted Magic Foci enchantment.  The enchantment is amazingly precise.  You sense it was enchanted using a red heavy fount with a coarse surface making it lesser grade with enhanced magnitude.  You perceive quite thick and perfectly clear lines empowering the enchantment.  This enchantment was tuned to provide additional magnitude and a moderate increase to mana efficiency to targeted spells.&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Malign&amp;diff=485850</id>
		<title>Malign</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Malign&amp;diff=485850"/>
		<updated>2018-03-31T13:59:16Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: Created page with &amp;quot;{{PC |name=Malign Bontempt |status=a |race=Human |gender=Male |guild=Pirate |instance=Prime }}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PC&lt;br /&gt;
|name=Malign Bontempt&lt;br /&gt;
|status=a&lt;br /&gt;
|race=Human&lt;br /&gt;
|gender=Male&lt;br /&gt;
|guild=Pirate&lt;br /&gt;
|instance=Prime&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Racial_weapons&amp;diff=485829</id>
		<title>Racial weapons</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Racial_weapons&amp;diff=485829"/>
		<updated>2018-03-31T04:09:25Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* Unknown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf==&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bulhawf]]||Light Blunt \ Light Thrown||&amp;quot;throwing club&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunthsleg]] ||Polearms \ Heavy Thrown || &amp;quot;captive spear&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elf==&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Ironwood-hafted_celya_set_with_a_steel_tip|Celya]]||Polearm \ Heavy Thrown||&amp;quot;spear&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Pine_guti_with_hawk_feathers_that_hang_from_bone_tips|Guti]]||Short Bow||&amp;quot;bow&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Iltesh]]||Medium Edged||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Oak_jiranoci_gracefully_inlaid_with_multi-hued_shells|Jiranoci]]||Long Bow||&lt;br /&gt;
|-&lt;br /&gt;
| [[Karambit]]||Twohanded Edged||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Slender_liscis_with_a_leather-wrapped_hilt|Liscis]]||Heavy Edged||&amp;quot;blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Iron_mahai_with_an_ebony_hilt_capped_by_a_tassel_of_horse_hair|Mahai]]||Heavy Edged||&amp;quot;sword&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Steel_palta_with_an_engraved_ironwood_haft |Palta]]||Heavy Edged||&amp;quot;battleaxe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tago]]||Light Edged \ Light Thrown||&amp;quot;Knife&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elothean==&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Nijare|Nijare]]||Light Edged||&amp;quot;blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prydaen==&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Steel charovra|Charovra]]||Light Edged \ Light Thrown||&amp;quot;blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kanabu]]||Light Edged||&amp;quot;knife&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Keyiru]]||Medium Edged||&amp;quot;sword&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rakash==&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Akren_dzelt|Akren dzelt]]||Sling||&amp;quot;stone sting&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Awgravet_ava|Awgravet Ava]]||Polearm||&amp;quot;engraved halberd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cuska]]||Light Blunt \ Light Thrown ||&amp;quot;snake&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Divirala_cirvi|Divirala Cirvi]] ||Heavy Edged|| &amp;quot;two-edged axe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Duraka_skefne|Duraka skefne]]||Polearm \ Heavy Thrown||&amp;quot;mist spear&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Grusana_kaft|Grusana kaft]]||Light Edged \ Light Thrown||&amp;quot;putting knife&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gultne_ava|Gultne Ava]]||Polearm||&amp;quot;channeled halberd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilglaiks_skefne|Ilglaiks skefne]]||Polearm||&amp;quot;long spear&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Ozols_nuja|Nuja]]||Staff||&amp;quot;staff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Rufjs zobens]]||Medium Edged||&amp;quot;rude scimitar&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Stroko_sis|Stroko sis]]||Medium Blunt||&amp;quot;striking beater&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Svidaw_sis|Svidaw sis]]||Heavy Blunt \ Heavy Thrown||&amp;quot;throwing beater&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Tawvgali_sis|Tawvgali sis]]||Light Blunt||&amp;quot;small beater&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Varda_svidaw_cirvi|Varda svidaw cirvi]]||Medium Edged \ Light Thrown|| &amp;quot;bearded throwing axe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Vargs_zovens|Vargs zovens]] ||Twohanded Edged||&amp;quot;severe sword&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Vilks kodur]]||Twohanded Blunt||&amp;quot;wolf bite&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S&#039;Kra Mur==&lt;br /&gt;
&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Serpentine-inlaid a&#039;slo|A&#039;slo]] ||  Heavy edged || &amp;quot;blood blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dako&#039;gi crossbow]] || Light Crossbow || &amp;quot;fighter&#039;s crossbow&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Grah&#039;uaro]] ||  Light Blunt \ Light Thrown || &amp;quot;head watcher&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hhr&#039;ata]] ||  Heavy Blunt \ Heavy Thrown || &amp;quot;throwing axe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hhr&#039;tami]] || Medium Blunt || &amp;quot;war hammer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunga-munga]] || Heavy Edged \ Heavy Thrown ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Hhr&#039;ibu]] || Light Crossbow ||&lt;br /&gt;
|-&lt;br /&gt;
| [[katavdar]] || Heavy Edged \ Heavy Thrown || &lt;br /&gt;
|-&lt;br /&gt;
| [[kudalata]] || Heavy Edged || &amp;quot;two blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lata]] || Light Edged \ Light Thrown || &amp;quot;blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Nehdalata]] || Heavy Edged || &amp;quot;long blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Nehlata]] || Light Edged || &amp;quot;long knife&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lanahh pahapo]] ||  Heavy Edged \ Twohanded Edged || &amp;quot;life eater&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lata&#039;oloh]] ||  Medium Edged || &amp;quot;wrath blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Parang]] ||  Medium Edged || &lt;br /&gt;
|-&lt;br /&gt;
| [[Q&#039;zhalata]] || Light Edged || &amp;quot;knife of bold deeds&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shh&#039;oi&#039;ata]] || Twohanded Edged || &amp;quot;great axe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shh&#039;oi&#039;lata]] || Twohanded Edged || &amp;quot;great blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Steel_smolgi|Smolgi]] || Heavy Edged || &amp;quot;friend&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[S&#039;rnhhl bow]] || Composite Bow || &amp;quot;great bow&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tei&#039;oloh&#039;ata]] || Medium Edged || &amp;quot;war axe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tei&#039;oloh&#039;lata]] || Medium Edged || &amp;quot;war sword&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Uenlata]] || Light Edged \ Light Thrown || &amp;quot;round blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Uku&#039;uan]] || Bow || &lt;br /&gt;
|-&lt;br /&gt;
| [[Uku&#039;uanstaho]] || Light Crossbow ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unknown==&lt;br /&gt;
&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 300px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Possible Origin&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Akabo]] ||Twohanded Blunt || Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Allarh]] ||Polearm \ Heavy Thrown ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Arzfilt]] || Heavy Edged ||  Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]] and [[Calabria&#039;s Daggers]] in [[Muspar&#039;i]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Abassi]] || Heavy Edged ||  Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Boko]] || Light Blunt \ Light Thrown ||   Possible Elven origin; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Dao]] ||Light Edged || Most likely S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garz]] ||Light Blunt || Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hara]] || Medium Blunt ||  Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[K&#039;trinni sha-tai]] ||Medium Blunt || Possible S&#039;kra Mur based on the name *(Gor&#039;Tog?)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kasai]] || Light Edged|| &lt;br /&gt;
|-&lt;br /&gt;
| [[Khuj]] ||Polearm || Possible Elven; Sold in [[Struan&#039;s Weapons and Armor]] in [[Steelclaw Clan]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Komno]] || Medium Blunt ||   Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Koummya]] ||Light Edged || Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Kythe]] ||Light Edged || Possible Gor&#039;Tog; sold in [[Tobb&#039;s Smithy]] in [[Knife Clan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mambeli]] ||Medium Edged ||  Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Namkomba]] || Heavy Edged|| &lt;br /&gt;
|-&lt;br /&gt;
| [[Nimsha]] || Heavy Edged|| Most likely Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] and [[Sutler&#039;s Wagon]] in [[Ilithi]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ngalio]] || Polearm / Heavy Thrown ||   Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pasabas]] ||Medium Edged ||| Possible Elven, Elothean or S&#039;kra Murn; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Periperiu sword]] ||Light Edged || Most likely Dwarven; Sold in [[Muckele&#039;s Hoy]] in [[Lairocott Brach]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sapara]] ||Medium Edged || Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sashqa]] ||Medium Edged || |  &lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Gold-inlaid_shamshir_with_a_spiral-carved_bone_grip|Shamshir]] ||Medium Edged || |&lt;br /&gt;
|-&lt;br /&gt;
| [[Shavi]] || Light Edged \ Light Thrown || Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]]   &lt;br /&gt;
|-&lt;br /&gt;
| [[Riste]] || Medium Blunt \ Heavy Blunt \ Medium Edged \ Heavy Edged \ Twohanded Blunt|| Most likely [[M&#039;Riss|Rissan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Takouba]] ||Light Edged ||  Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Telek]] ||Light Edged || Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tzece]] ||Polearm \ Heavy Thrown || Possible Elvenn; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Ukabi]] ||Light Edged || Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Zubke]] ||Light Blunt || Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Cat|Definitions}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Racial_weapons&amp;diff=485828</id>
		<title>Racial weapons</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Racial_weapons&amp;diff=485828"/>
		<updated>2018-03-31T04:08:49Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* Unknown */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Dwarf==&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Bulhawf]]||Light Blunt \ Light Thrown||&amp;quot;throwing club&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunthsleg]] ||Polearms \ Heavy Thrown || &amp;quot;captive spear&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elf==&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Ironwood-hafted_celya_set_with_a_steel_tip|Celya]]||Polearm \ Heavy Thrown||&amp;quot;spear&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Pine_guti_with_hawk_feathers_that_hang_from_bone_tips|Guti]]||Short Bow||&amp;quot;bow&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Iltesh]]||Medium Edged||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Oak_jiranoci_gracefully_inlaid_with_multi-hued_shells|Jiranoci]]||Long Bow||&lt;br /&gt;
|-&lt;br /&gt;
| [[Karambit]]||Twohanded Edged||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Slender_liscis_with_a_leather-wrapped_hilt|Liscis]]||Heavy Edged||&amp;quot;blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Iron_mahai_with_an_ebony_hilt_capped_by_a_tassel_of_horse_hair|Mahai]]||Heavy Edged||&amp;quot;sword&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Steel_palta_with_an_engraved_ironwood_haft |Palta]]||Heavy Edged||&amp;quot;battleaxe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tago]]||Light Edged \ Light Thrown||&amp;quot;Knife&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Elothean==&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Nijare|Nijare]]||Light Edged||&amp;quot;blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Prydaen==&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Steel charovra|Charovra]]||Light Edged \ Light Thrown||&amp;quot;blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Kanabu]]||Light Edged||&amp;quot;knife&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Keyiru]]||Medium Edged||&amp;quot;sword&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rakash==&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Akren_dzelt|Akren dzelt]]||Sling||&amp;quot;stone sting&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Awgravet_ava|Awgravet Ava]]||Polearm||&amp;quot;engraved halberd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Cuska]]||Light Blunt \ Light Thrown ||&amp;quot;snake&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Divirala_cirvi|Divirala Cirvi]] ||Heavy Edged|| &amp;quot;two-edged axe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Duraka_skefne|Duraka skefne]]||Polearm \ Heavy Thrown||&amp;quot;mist spear&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Grusana_kaft|Grusana kaft]]||Light Edged \ Light Thrown||&amp;quot;putting knife&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gultne_ava|Gultne Ava]]||Polearm||&amp;quot;channeled halberd&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Ilglaiks_skefne|Ilglaiks skefne]]||Polearm||&amp;quot;long spear&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Ozols_nuja|Nuja]]||Staff||&amp;quot;staff&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Rufjs zobens]]||Medium Edged||&amp;quot;rude scimitar&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Stroko_sis|Stroko sis]]||Medium Blunt||&amp;quot;striking beater&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Svidaw_sis|Svidaw sis]]||Heavy Blunt \ Heavy Thrown||&amp;quot;throwing beater&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Tawvgali_sis|Tawvgali sis]]||Light Blunt||&amp;quot;small beater&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Varda_svidaw_cirvi|Varda svidaw cirvi]]||Medium Edged \ Light Thrown|| &amp;quot;bearded throwing axe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Vargs_zovens|Vargs zovens]] ||Twohanded Edged||&amp;quot;severe sword&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Vilks kodur]]||Twohanded Blunt||&amp;quot;wolf bite&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S&#039;Kra Mur==&lt;br /&gt;
&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Translation&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Serpentine-inlaid a&#039;slo|A&#039;slo]] ||  Heavy edged || &amp;quot;blood blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Dako&#039;gi crossbow]] || Light Crossbow || &amp;quot;fighter&#039;s crossbow&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Grah&#039;uaro]] ||  Light Blunt \ Light Thrown || &amp;quot;head watcher&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hhr&#039;ata]] ||  Heavy Blunt \ Heavy Thrown || &amp;quot;throwing axe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hhr&#039;tami]] || Medium Blunt || &amp;quot;war hammer&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Hunga-munga]] || Heavy Edged \ Heavy Thrown ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Hhr&#039;ibu]] || Light Crossbow ||&lt;br /&gt;
|-&lt;br /&gt;
| [[katavdar]] || Heavy Edged \ Heavy Thrown || &lt;br /&gt;
|-&lt;br /&gt;
| [[kudalata]] || Heavy Edged || &amp;quot;two blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lata]] || Light Edged \ Light Thrown || &amp;quot;blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Nehdalata]] || Heavy Edged || &amp;quot;long blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Nehlata]] || Light Edged || &amp;quot;long knife&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lanahh pahapo]] ||  Heavy Edged \ Twohanded Edged || &amp;quot;life eater&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Lata&#039;oloh]] ||  Medium Edged || &amp;quot;wrath blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Parang]] ||  Medium Edged || &lt;br /&gt;
|-&lt;br /&gt;
| [[Q&#039;zhalata]] || Light Edged || &amp;quot;knife of bold deeds&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shh&#039;oi&#039;ata]] || Twohanded Edged || &amp;quot;great axe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Shh&#039;oi&#039;lata]] || Twohanded Edged || &amp;quot;great blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Steel_smolgi|Smolgi]] || Heavy Edged || &amp;quot;friend&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[S&#039;rnhhl bow]] || Composite Bow || &amp;quot;great bow&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tei&#039;oloh&#039;ata]] || Medium Edged || &amp;quot;war axe&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Tei&#039;oloh&#039;lata]] || Medium Edged || &amp;quot;war sword&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Uenlata]] || Light Edged \ Light Thrown || &amp;quot;round blade&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Uku&#039;uan]] || Bow || &lt;br /&gt;
|-&lt;br /&gt;
| [[Uku&#039;uanstaho]] || Light Crossbow ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unknown==&lt;br /&gt;
&lt;br /&gt;
:{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 150px;&amp;quot;|&#039;&#039;&#039;Weapon&#039;&#039;&#039;|| ! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 200px;&amp;quot;|&#039;&#039;&#039;Type&#039;&#039;&#039;||! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 300px;&amp;quot; class=&amp;quot;unsortable&amp;quot;|&#039;&#039;&#039;Possible Origin&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| [[Akabo]] ||Twohanded Blunt || Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Allarh]] ||Polearm \ Heavy Thrown ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Arzfilt]] || Heavy Edged ||  Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]] and [[Calabria&#039;s Daggers]] in [[Muspar&#039;i]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Abassi]] || Heavy Edged ||  Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Boko]] || Light Blunt \ Light Thrown ||   Possible Elven origin; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Dao]] ||Light Edged || Most likely S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Garz]] ||Light Blunt || Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Hara]] || Medium Blunt ||  Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[K&#039;trinni sha-tai]] ||Medium Blunt || Possible S&#039;kra Mur based on the name *(Believe it is Gor&#039;Tog)&lt;br /&gt;
|-&lt;br /&gt;
| [[Kasai]] || Light Edged|| &lt;br /&gt;
|-&lt;br /&gt;
| [[Khuj]] ||Polearm || Possible Elven; Sold in [[Struan&#039;s Weapons and Armor]] in [[Steelclaw Clan]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Komno]] || Medium Blunt ||   Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Koummya]] ||Light Edged || Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Kythe]] ||Light Edged || Possible Gor&#039;Tog; sold in [[Tobb&#039;s Smithy]] in [[Knife Clan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Mambeli]] ||Medium Edged ||  Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Namkomba]] || Heavy Edged|| &lt;br /&gt;
|-&lt;br /&gt;
| [[Nimsha]] || Heavy Edged|| Most likely Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] and [[Sutler&#039;s Wagon]] in [[Ilithi]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Ngalio]] || Polearm / Heavy Thrown ||   Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Pasabas]] ||Medium Edged ||| Possible Elven, Elothean or S&#039;kra Murn; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Periperiu sword]] ||Light Edged || Most likely Dwarven; Sold in [[Muckele&#039;s Hoy]] in [[Lairocott Brach]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sapara]] ||Medium Edged || Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Sashqa]] ||Medium Edged || |  &lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon:Gold-inlaid_shamshir_with_a_spiral-carved_bone_grip|Shamshir]] ||Medium Edged || |&lt;br /&gt;
|-&lt;br /&gt;
| [[Shavi]] || Light Edged \ Light Thrown || Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]]   &lt;br /&gt;
|-&lt;br /&gt;
| [[Riste]] || Medium Blunt \ Heavy Blunt \ Medium Edged \ Heavy Edged \ Twohanded Blunt|| Most likely [[M&#039;Riss|Rissan]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Takouba]] ||Light Edged ||  Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Telek]] ||Light Edged || Possible Elven, Elothean or S&#039;kra Mur; Sold in [[Kilora&#039;s Weaponry]] on [[Aesry Surlaenis&#039;a]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tzece]] ||Polearm \ Heavy Thrown || Possible Elvenn; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Ukabi]] ||Light Edged || Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
| [[Zubke]] ||Light Blunt || Possible Elven; Sold in [[Wooden Shack]] in [[Leth Deriel]] &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{{Cat|Definitions}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Serpentine_chakrel_armband_fashioned_from_agonite&amp;diff=485824</id>
		<title>Item:Serpentine chakrel armband fashioned from agonite</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Serpentine_chakrel_armband_fashioned_from_agonite&amp;diff=485824"/>
		<updated>2018-03-31T03:41:18Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: Created page with &amp;quot;{{Item |noun=armband |look=A slender coil of agonite spirals along the armband&amp;#039;s silver-plated backing until ending with a striking viper&amp;#039;s head.  Secured by silver fangs, the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=armband&lt;br /&gt;
|look=A slender coil of agonite spirals along the armband&#039;s silver-plated backing until ending with a striking viper&#039;s head.  Secured by silver fangs, the carefully shaped reddish-orange stone contains slender black streaks and a perfect white flame-shaped inclusion.&lt;br /&gt;
|MTag=chakrel, agonite, silver&lt;br /&gt;
|CTag=silver, reddish-orange, black, white&lt;br /&gt;
|STag=flame, viper&lt;br /&gt;
|type=barbarian style&lt;br /&gt;
|wearloc=upper arm&lt;br /&gt;
|weight=5&lt;br /&gt;
|appcost=812500&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Enchanted_rikar_crystal_pendant_suspended_from_a_knotwork_necklace&amp;diff=485790</id>
		<title>Item:Enchanted rikar crystal pendant suspended from a knotwork necklace</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Enchanted_rikar_crystal_pendant_suspended_from_a_knotwork_necklace&amp;diff=485790"/>
		<updated>2018-03-31T01:25:50Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=pendant&lt;br /&gt;
|look=A delicate cluster of green crystalline spires, the pendant bears a vague fan-like shape.&lt;br /&gt;
|MTag=rikar crystal, crystal&lt;br /&gt;
|CTag=green&lt;br /&gt;
|STag=spires&lt;br /&gt;
|type=bard style&lt;br /&gt;
|wearloc=neck&lt;br /&gt;
|weight=2&lt;br /&gt;
|appcost=562500&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
As you study the pendant, you think you could probably rub, turn, tap and pull it.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;rub pendant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You rub your enchanted rikar crystal pendant, closing your eyes and humming along to the surge of music that enters your mind.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;turn pendant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You turn your enchanted rikar crystal pendant, its prisms reflecting sparkling verdant light as a faint, but rich, contrabass voice sings praise to Faenella.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;tap pendant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a gentle touch, you tap your enchanted rikar crystal pendant, causing a glorious ethereal voice to ring out in a single, perfect note.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; &#039;&#039;pull pendant&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You adjust your enchanted rikar crystal pendant into place while humming a spritely tune.&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Enchanted_rikar_crystal_pendant_suspended_from_a_knotwork_necklace&amp;diff=485788</id>
		<title>Item:Enchanted rikar crystal pendant suspended from a knotwork necklace</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Enchanted_rikar_crystal_pendant_suspended_from_a_knotwork_necklace&amp;diff=485788"/>
		<updated>2018-03-31T01:02:58Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: Created page with &amp;quot;{{Item |noun=pendant |look=A delicate cluster of green crystalline spires, the pendant bears a vague fan-like shape. |MTag=rikar crystal, crystal |CTag=green |STag=spires |typ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=pendant&lt;br /&gt;
|look=A delicate cluster of green crystalline spires, the pendant bears a vague fan-like shape.&lt;br /&gt;
|MTag=rikar crystal, crystal&lt;br /&gt;
|CTag=green&lt;br /&gt;
|STag=spires&lt;br /&gt;
|type=bard style&lt;br /&gt;
|wearloc=neck&lt;br /&gt;
|weight=2&lt;br /&gt;
|appcost=562500&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
As you study the pendant, you think you could probably rub, turn, tap and pull it.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; rub pendant&lt;br /&gt;
&lt;br /&gt;
You rub your enchanted rikar crystal pendant, closing your eyes and humming along to the surge of music that enters your mind.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; turn pendant&lt;br /&gt;
&lt;br /&gt;
You turn your enchanted rikar crystal pendant, its prisms reflecting sparkling verdant light as a faint, but rich, contrabass voice sings praise to Faenella.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; tap pendant&lt;br /&gt;
&lt;br /&gt;
With a gentle touch, you tap your enchanted rikar crystal pendant, causing a glorious ethereal voice to ring out in a single, perfect note.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; pull pendant&lt;br /&gt;
&lt;br /&gt;
You adjust your enchanted rikar crystal pendant into place while humming a spritely tune.&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Item:Moradu-bone_amulet_strung_from_a_rope_of_braided_bloodstained_bandages&amp;diff=485774</id>
		<title>Item:Moradu-bone amulet strung from a rope of braided bloodstained bandages</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Item:Moradu-bone_amulet_strung_from_a_rope_of_braided_bloodstained_bandages&amp;diff=485774"/>
		<updated>2018-03-30T17:44:40Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: Created page with &amp;quot;{{Item |noun=amulet |look=Carved into the front of the smooth golden round of bone is the image of an alfar standing within a forest glade. |MTag=moradu-bone, rope |CTag=blood...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item&lt;br /&gt;
|noun=amulet&lt;br /&gt;
|look=Carved into the front of the smooth golden round of bone is the image of an alfar standing within a forest glade.&lt;br /&gt;
|MTag=moradu-bone, rope&lt;br /&gt;
|CTag=bloodstained, golden&lt;br /&gt;
|STag=alfar, glade&lt;br /&gt;
|type=casts spell, jewelry, magic, empath style&lt;br /&gt;
|wearloc=neck&lt;br /&gt;
|weight=2&lt;br /&gt;
|appcost=1250000&lt;br /&gt;
|lsize=3&lt;br /&gt;
|wsize=1&lt;br /&gt;
|hsize=1&lt;br /&gt;
|sourcetype=-&lt;br /&gt;
|fname=No&lt;br /&gt;
}}&lt;br /&gt;
You focus your magical senses on a moradu-bone amulet strung from a rope of braided bloodstained bandages.&lt;br /&gt;
The moradu-bone amulet has a definite magical pattern, which is apparently a ritual focus.&lt;br /&gt;
The focus is attuned to Life magic.&lt;br /&gt;
While the magical nature of the focus is clear enough, you will need to study it more carefully to recollect how they function.&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
You recognize that the amulet is a ritual focus.  It&#039;s a tool that assists in harnessing the mana required to cast ritual spells, if it is invoked while the spell is being prepared.&lt;br /&gt;
&lt;br /&gt;
In particular, this directly assists in harnessing mana.  When activated, the amulet will accumulate energy from mana streams that pass through it, stored within a core of specially enchanted cambrinth.  The enchantment is designed for fluid discharge rather than lifespan, so the magician must skillfully direct the spell energy within moments of reaching the desired charge.&lt;br /&gt;
&lt;br /&gt;
The mana manipulation done through ritual foci are crude and often sharply limited by the design of the enchantment.  Most ritual foci are limited to being useful only to a specific book of magic, though foci designed with incredible skill can be more broadly useful.  No known ritual focus is fine enough to work at a level above the blunt strokes of empowering a ritual, much to the relief of their users&#039; job security.&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Drathrok%27s_Duskruin_426/Incidental_loot&amp;diff=485773</id>
		<title>Drathrok&#039;s Duskruin 426/Incidental loot</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Drathrok%27s_Duskruin_426/Incidental_loot&amp;diff=485773"/>
		<updated>2018-03-30T17:27:29Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
* {{ilink|i|Duskruin bloodscrip}} in varying amounts is also found as a prize from each of the 3 games.&lt;br /&gt;
* Information needed on which game(s) the {{sloot|i|elegantly carved jade tsuba}} drops from.  This item will upgrade your assembled basic weapon into the higher quality version.&lt;br /&gt;
&lt;br /&gt;
==Arena==&lt;br /&gt;
===Weapon Parts===&lt;br /&gt;
* {{sloot|i|elegantly carved jade tsuba}}&lt;br /&gt;
====2HE / {{ilink|w|steel nodachi}}====&lt;br /&gt;
* {{sloot|i|heavy blade}}&lt;br /&gt;
&lt;br /&gt;
====HE / {{ilink|w|steel tachi}}====&lt;br /&gt;
* {{sloot|i|long blade}}&lt;br /&gt;
&lt;br /&gt;
====ME / {{ilink|w|steel wakizashi}}====&lt;br /&gt;
* {{sloot|i|curved blade}}&lt;br /&gt;
&lt;br /&gt;
====SE / {{ilink|w|steel tanto}}====&lt;br /&gt;
* {{sloot|i|short blade}}&lt;br /&gt;
&lt;br /&gt;
===Pendant Parts===&lt;br /&gt;
* {{sloot|i|moonsilver chain}}&lt;br /&gt;
* {{sloot|i|onyx chunk}}&lt;br /&gt;
* {{sloot|i|ruby chunk}}&lt;br /&gt;
* {{sloot|i|sapphire chunk}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|w|animite war hammer with a polished head}}&lt;br /&gt;
* {{sloot|w|birch log studded with sharp chunks of glaes at one end}}&lt;br /&gt;
* {{sloot|w|broad-bladed Dwarven iron voulge with a stout hickory haft}}&lt;br /&gt;
* {{sloot|w|broad iron staff weighted with alternating panels of black and blue gold}}&lt;br /&gt;
* {{sloot|w|broken bottle etched with a geometric symbol}}&lt;br /&gt;
* {{sloot|w|engraved steel war hammer with a spiraled golden handle}}&lt;br /&gt;
* {{sloot|w|ebony handled greathammer with a blackened steel head}}&lt;br /&gt;
* {{sloot|w|heavy animite shackle engraved with intricate knotwork}}&lt;br /&gt;
* {{sloot|w|hefty iron battle axe with a sinuous bloodwood haft}}&lt;br /&gt;
* {{sloot|w|lacquered white ironwood nightstick wrought in the form of a vertebral column}}&lt;br /&gt;
* {{sloot|w|large tin can}}&lt;br /&gt;
* {{sloot|w|oak-hafted legionary&#039;s pilum carved with the image of a shrike}}&lt;br /&gt;
* {{sloot|w|oversized kertig maul capped with a viciously sharp warklin impaler}}&lt;br /&gt;
* {{sloot|w|sanguine-hued recurve bow inlaid with intricate golden scrollwork}}&lt;br /&gt;
* {{sloot|w|sapphire-hued glaes greatsword with a darkstone World Dragon hilt}}&lt;br /&gt;
* {{sloot|w|silversteel forester&#039;s arbalest with a felwood stock}}&lt;br /&gt;
* {{sloot|w|slender quarterstaff carved from smokewood and reinforced with audrualm tips}}&lt;br /&gt;
* {{sloot|w|smokewood pelletbow with tarts painted along the stock}}&lt;br /&gt;
* {{sloot|w|steel parry stick engraved with a soaring comet}}&lt;br /&gt;
* {{sloot|w|steel scimitar with an adderwood hilt}}&lt;br /&gt;
* {{sloot|w|well-sharpened silverbirch branch}} - &#039;&#039;Fire Weapon Flare enchantment&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|s|buckler mosaicked with a gold-white temple amid lush gardens}}&lt;br /&gt;
* {{sloot|a|cerulean scale helm ringed with jagged fishhooks}}&lt;br /&gt;
* {{sloot|a|crude coarse leathers fashioned from roughly stitched cave bear hides}}&lt;br /&gt;
* {{sloot|a|rusty chain shirt backed with tattered and stained leather}}&lt;br /&gt;
* {{sloot|s|stained leather targe painted with a fierce rat}}&lt;br /&gt;
* {{sloot|a|steel half plate engraved with a trio of moons}}&lt;br /&gt;
* {{sloot|s|triangular sipar stamped with the emblem of Saint Aesetani in gold}}&lt;br /&gt;
* {{sloot|s|warrior&#039;s shield shaped into the visage of Saint Garrock}}&lt;br /&gt;
* {{sloot|a|zeltfish bone hauberk painted with a full moon}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Clothing &amp;amp; Jewelry===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|cowl-necked crimson gown of layered zenganne}}&lt;br /&gt;
* {{sloot|i|dapper navy blue vest with an orange handkerchief tucked in the breast pocket}}&lt;br /&gt;
* {{sloot|i|fragile circlet of ghost orchids}}&lt;br /&gt;
* {{sloot|i|heavy woolen greatkilt bearing a silver-shot blue-on-grey tartan pattern}}&lt;br /&gt;
* {{sloot|i|midnight-blue Elven silk gown washed with a sheen of sickly green ichor}}&lt;br /&gt;
* {{sloot|i|small enameled button depicting a golden rat standing on a pedestal}}&lt;br /&gt;
* {{sloot|i|supple wyvern hide thigh boots side-laced through burnished palladium eyelets}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|bone saw with a blade edged in audrualm}}&lt;br /&gt;
* {{sloot|i|calfskin leather bellows with platinum accents}}&lt;br /&gt;
* {{sloot|i|curved wood shaper with an osage grip}}&lt;br /&gt;
* {{sloot|i|fine marble mortar with platinum accents}}&lt;br /&gt;
* {{sloot|i|fine muracite knitting needles capped with blue sapphire dolphins}}&lt;br /&gt;
* {{sloot|i|forging hammer with platinum accents}}&lt;br /&gt;
* {{sloot|i|glaes-edged shovel with an azurelle grip}}&lt;br /&gt;
* {{sloot|i|hooked pliers with calfskin grips}}&lt;br /&gt;
* {{sloot|i|large purpleheart bowl edged with ivory}}&lt;br /&gt;
* {{sloot|i|muracite tongs with icesteel clamps}}&lt;br /&gt;
* {{sloot|i|purpleheart mixing stick inlaid with ivory}}&lt;br /&gt;
* {{sloot|i|rasp with an azurelle grip}}&lt;br /&gt;
* {{sloot|i|rifflers with azurelle handles}}&lt;br /&gt;
* {{sloot|i|scissors with glaes cutting edges and decorative finger rings}}&lt;br /&gt;
* {{sloot|i|sharpened chisels with azurelle handles}}&lt;br /&gt;
* {{sloot|i|silversteel forging mallet adorned with fire opals}}&lt;br /&gt;
* {{sloot|i|wirework sieve with polished marble handles}}&lt;br /&gt;
* {{sloot|i|yardstick inlaid with driftwood and bits of shell}}&lt;br /&gt;
}}&lt;br /&gt;
====Instructions====&lt;br /&gt;
* {{sloot|i|design codex bound with grey sharkskin leather}}&lt;br /&gt;
* {{sloot|i|smooth tonfa instructions}}&lt;br /&gt;
* {{sloot|i|svidaw sis instructions}}&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|cambrinth dolphin accented with tiny jet eyes}} - &#039;&#039;35 mana&#039;&#039;&lt;br /&gt;
* {{sloot|i|cambrinth tailband inlaid with jade}}&lt;br /&gt;
* {{sloot|i|dirty inkpot}} - &#039;&#039;removes [[magical tattoo]]s&#039;&#039;&lt;br /&gt;
* {{sloot|i|mummified rock troll hand clutching a fire opal the size of its own palm}} - &#039;&#039;Hides lumpy bundles and belt items&#039;&#039;&lt;br /&gt;
* {{sloot|i|orange-inked bamboo tablet}}&lt;br /&gt;
* {{sloot|i|simple silver ring}} - &#039;&#039;Hides cambrinth&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|black crystal ball}}&lt;br /&gt;
* {{sloot|i|blank-faced rag doll}}&lt;br /&gt;
* {{sloot|i|green striped vest-clad monkey costume with a long curved tail}}&lt;br /&gt;
* {{sloot|i|juvenile wyvern skull}}&lt;br /&gt;
* {{sloot|i|painted zingana prize wheel painted with various designs}}&lt;br /&gt;
* {{sloot|i|patchwork burlap wrist pouch}}&lt;br /&gt;
* {{sloot|i|rat-pelt gem pouch clasped with a yellowed fang}}&lt;br /&gt;
* {{sloot|i|shimmering strip of faeweave dusted with sky opal faeries}}&lt;br /&gt;
* {{sloot|i|small book bound in helei leather}}&lt;br /&gt;
* {{sloot|i|weapon strap of braided rat tails}}&lt;br /&gt;
* {{sloot|i|zeltfish-bone statuette of a kraken sundering a ship in twain}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Labyrinth==&lt;br /&gt;
{{com|Search}} for items in the labyrinth. You are also able to find a {{sloot|i|monkey}} in the labyrinth if you know what to look for, are patient, and have a bit of luck!&lt;br /&gt;
&lt;br /&gt;
===Weapon Parts===&lt;br /&gt;
====2HE / {{ilink|w|steel nodachi}}====&lt;br /&gt;
* {{sloot|i|heavy handle}}&lt;br /&gt;
* {{sloot|i|heavy pommel}}&lt;br /&gt;
&lt;br /&gt;
====HE / {{ilink|w|steel tachi}}====&lt;br /&gt;
* {{sloot|i|long handle}}&lt;br /&gt;
* {{sloot|i|long pommel}}&lt;br /&gt;
&lt;br /&gt;
====ME / {{ilink|w|steel wakizashi}}====&lt;br /&gt;
* {{sloot|i|curved handle}}&lt;br /&gt;
* {{sloot|i|curved pommel}}&lt;br /&gt;
&lt;br /&gt;
====SE / {{ilink|w|steel tanto}}====&lt;br /&gt;
* {{sloot|i|short handle}}&lt;br /&gt;
* {{sloot|i|short pommel}}&lt;br /&gt;
&lt;br /&gt;
*{{sloot|i|elegantly carved jade tsuba}}&lt;br /&gt;
&lt;br /&gt;
===Pendant Parts===&lt;br /&gt;
{{columns-list|3|&lt;br /&gt;
* {{sloot|i|platinum chain}}&lt;br /&gt;
* {{sloot|i|unembellished ring}}&lt;br /&gt;
* {{sloot|i|onyx chunk}}&lt;br /&gt;
* {{sloot|i|ruby chunk}}&lt;br /&gt;
* {{sloot|i|sapphire chunk}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|w|broken bottle etched with a geometric symbol}}&lt;br /&gt;
* {{sloot|w|copper-inlaid mace with an ironwood haft}}&lt;br /&gt;
* {{sloot|w|cracked granite heavy mallet with a wire-bound black ironwood handle}}&lt;br /&gt;
* {{sloot|w|elongated steel hairpin}}&lt;br /&gt;
* {{sloot|w|heavy animite shackle engraved with intricate knotwork}}&lt;br /&gt;
* {{sloot|w|rockwood tanbo with polished darkstone tips}}&lt;br /&gt;
* {{sloot|w|smokewood pelletbow with tarts painted along the stock}}&lt;br /&gt;
* {{sloot|w|Sunderstone shard}}&lt;br /&gt;
* {{sloot|w|weatherbeaten battle stonebow with a pitted iron windlass}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|a|rusty chain greaves with tattered leather ties}}&lt;br /&gt;
* {{sloot|a|rusty chain gloves lined with stained leather}}&lt;br /&gt;
* {{sloot|s|skirmisher&#039;s shield embossed with the image of Saint Bamiec}}&lt;br /&gt;
* {{sloot|a|stained leather mask trimmed with grey fur}}&lt;br /&gt;
* {{sloot|a|steel plate gauntlets etched with faint stars}}&lt;br /&gt;
* {{sloot|a|steel plate helm etched with a stylized sun}}&lt;br /&gt;
* {{sloot|a|stained leather cowl with a braid of rat tails affixed to the back}}&lt;br /&gt;
* {{sloot|a|stained leather mask trimmed with grey fur}}&lt;br /&gt;
* {{sloot|s|triangular sipar stamped with the emblem of Saint Aesetani in gold}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Clothing &amp;amp; Jewelry===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|alabaster sheep}}&lt;br /&gt;
* {{sloot|i|amber silk dress with short sleeves}}&lt;br /&gt;
* {{sloot|i|band centered with a cushion-cut Syrin&#039;s heart}}&lt;br /&gt;
* {{sloot|i|deeply-cowled black samite mantle with a tenebrous crimson velvet lining}}&lt;br /&gt;
* {{sloot|i|delicate silver circlet bedecked with ruby and emerald foliage}}&lt;br /&gt;
* {{sloot|i|large blue-grey plush shark secured with a black leather strap}}&lt;br /&gt;
* {{sloot|i|midnight-blue Elven silk gown washed with a sheen of sickly green ichor}}&lt;br /&gt;
* {{sloot|i|pair of brown boots caked in dried mud}}&lt;br /&gt;
* {{sloot|i|pair of distressed leather shoes}}&lt;br /&gt;
* {{sloot|i|plum silk dress with a full skirt}}&lt;br /&gt;
* {{sloot|i|shiny glaes goggles with opaque violet lenses}}&lt;br /&gt;
* {{sloot|i|silverweave gown trimmed with Albarian lace}}&lt;br /&gt;
* {{sloot|i|small enameled button depicting a golden rat standing on a pedestal}}&lt;br /&gt;
* {{sloot|i|steel hinged chicken wings with variegated white and grey feathers}}&lt;br /&gt;
* {{sloot|i|strand of blood-red Penitence and Mercy roses}}&lt;br /&gt;
* {{sloot|i|Viper&#039;s Eye sapphire earrings carved to resemble dangling snakes}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Containers===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|iron-bound dragon&#039;s blood crystal box shaped like an anatomical heart}}&lt;br /&gt;
* {{sloot|i|juvenile wyvern skull}}&lt;br /&gt;
* {{sloot|i|rat-pelt gem pouch clasped with a yellowed fang}}&lt;br /&gt;
* {{sloot|i|shimmering strip of faeweave dusted with sky opal faeries}}&lt;br /&gt;
* {{sloot|i|sleek kirmiko harness}}&lt;br /&gt;
* {{sloot|i|weapon strap of braided rat tails}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
*{{sloot|i|awl carved of burnished ebony}}&lt;br /&gt;
*{{sloot|i|hide scraper with a carved osage handle}}&lt;br /&gt;
*{{sloot|i|hide scraper of burnished ebony}}&lt;br /&gt;
*{{sloot|i|smooth marble pestle ringed with platinum}}&lt;br /&gt;
*{{sloot|i|white granite mortar shaped like an open-top monkey skull}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
====Instructions====&lt;br /&gt;
* {{sloot|i|design codex bound with grey sharkskin leather}}&lt;br /&gt;
* {{sloot|i|smooth tonfa instructions}}&lt;br /&gt;
* {{sloot|i|svidaw sis instructions}}&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
* {{sloot|i|dirty inkpot}}&lt;br /&gt;
* {{sloot|i|elongated steel hairpin}}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|bearclaw emerald}}&lt;br /&gt;
* {{sloot|i|bloodmist garnet}}&lt;br /&gt;
* {{sloot|i|chunk of howlite}}&lt;br /&gt;
* {{sloot|i|drake&#039;s heart amber}}&lt;br /&gt;
* {{sloot|i|Heke&#039;mhhg lazuli}}&lt;br /&gt;
* {{sloot|i|large flawless diamond}}&lt;br /&gt;
* {{sloot|i|huge scorpion diamond}}&lt;br /&gt;
* {{sloot|i|painted zingana prize wheel painted with various designs}}&lt;br /&gt;
* {{sloot|i|periwinkle amethyst}}&lt;br /&gt;
* {{sloot|i|scarlet emerald}}&lt;br /&gt;
* {{sloot|i|small book bound in helei leather}}&lt;br /&gt;
* {{sloot|i|steel salt shaker}}&lt;br /&gt;
* {{sloot|i|weathered textbook with a tattered cover}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==[[Plixbraggle&#039;s Goat-Werx]]==&lt;br /&gt;
In addition to the shop there are 2 separate games within the area, however the incidental loot pool looks to be for both:&lt;br /&gt;
:* Agility Course: On entry into the game area, &#039;&#039;&#039;climb ladder&#039;&#039;&#039;, then attempt to move onto the next obstacle (barrel, log, etc.)&lt;br /&gt;
:* Goat Catching: This is similar to other [[Capture the Critter]] games.  In the rooms NE from the entry, &#039;&#039;&#039;catch goat&#039;&#039;&#039;.  If you are successful, return to the start and &#039;&#039;&#039;put goat in pen&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Weapon Parts===&lt;br /&gt;
====2HE / {{ilink|w|steel nodachi}}====&lt;br /&gt;
* {{sloot|i|heavy handle}}&lt;br /&gt;
&lt;br /&gt;
====HE / {{ilink|w|steel tachi}}====&lt;br /&gt;
* {{sloot|i|long blade}}&lt;br /&gt;
* {{sloot|i|long handle}}&lt;br /&gt;
&lt;br /&gt;
====ME / {{ilink|w|steel wakizashi}}====&lt;br /&gt;
* {{sloot|i|curved blade}}&lt;br /&gt;
* {{sloot|i|curved handle}}&lt;br /&gt;
&lt;br /&gt;
====SE / {{ilink|w|steel tanto}}====&lt;br /&gt;
* {{sloot|i|short handle}}&lt;br /&gt;
* {{sloot|i|short pommel}}&lt;br /&gt;
&lt;br /&gt;
===Pendant Parts===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|platinum chain}}&lt;br /&gt;
* {{sloot|i|unembellished ring}}&lt;br /&gt;
* {{sloot|i|onyx chunk}}&lt;br /&gt;
* {{sloot|i|ruby chunk}}&lt;br /&gt;
* {{sloot|i|sapphire chunk}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|w|broad-bladed Dwarven iron voulge with a stout hickory haft}}&lt;br /&gt;
* {{sloot|w|engraved steel war hammer with a spiraled golden handle}}&lt;br /&gt;
* {{sloot|w|heavy animite shackle engraved with intricate knotwork}}&lt;br /&gt;
* {{sloot|w|hickory goat-herder&#039;s crook}}&lt;br /&gt;
* {{sloot|w|lacquered white ironwood nightstick wrought in the form of a vertebral column}}&lt;br /&gt;
* {{sloot|w|rockwood tanbo with polished darkstone tips}}&lt;br /&gt;
* {{sloot|w|smokewood pelletbow with tarts painted along the stock}}&lt;br /&gt;
* {{sloot|w|well-sharpened silverbirch branch}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Armor===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|s|skirmisher&#039;s shield embossed with the image of Saint Bamiec}}&lt;br /&gt;
* {{sloot|a|stained leather gloves lined in grey fur}}&lt;br /&gt;
* {{sloot|a|stained leather greaves embedded with rat teeth}}&lt;br /&gt;
* {{sloot|s|stained leather targe painted with a fierce rat}}&lt;br /&gt;
* {{sloot|a|zeltfish bone hauberk painted with a full moon}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Clothing &amp;amp; Jewelry===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|caprine gold barrette with cerulean sapphire eyes}}&lt;br /&gt;
* {{sloot|i|colorful tapestry cloak emblazoned with a goat sitting on a pile of treasure}}&lt;br /&gt;
* {{sloot|i|cornflower blue bandana patterned with billy goats}}&lt;br /&gt;
* {{sloot|i|daisy-yellow overalls embroidered with rollicking goats}}&lt;br /&gt;
* {{sloot|i|dapper navy blue vest with an orange handkerchief tucked in the breast pocket}}&lt;br /&gt;
* {{sloot|i|dashing angora wool peacoat with polished horn buttons}}&lt;br /&gt;
* {{sloot|i|dusky purple phofe flower}}&lt;br /&gt;
* {{sloot|i|fuzzy goat slippers with felted wool horns}}&lt;br /&gt;
* {{sloot|i|length of goat-patterned fabric}}&lt;br /&gt;
* {{sloot|i|midnight-blue Elven silk gown washed with a sheen of sickly green ichor}}&lt;br /&gt;
* {{sloot|i|miniature winged boggle wielding a tiny elder wood staff}}&lt;br /&gt;
* {{sloot|i|off white Elven wool gown with a jewel neckline}}&lt;br /&gt;
* {{sloot|i|oversided hat topped with a floppy plush goat head}}&lt;br /&gt;
* {{sloot|i|pair of distressed leather shoes}}&lt;br /&gt;
* {{sloot|i|pale grey wool skirt embroidered with black ravens along the hemline}}&lt;br /&gt;
* {{sloot|i|pallid ghost orchid}}&lt;br /&gt;
* {{sloot|i|plum silk dress with a full skirt}}&lt;br /&gt;
* {{sloot|i|purple gold goggles with darkly tinted lenses}}&lt;br /&gt;
* {{sloot|i|queen-of-the-night lily}}&lt;br /&gt;
* {{sloot|i|ragged greenish grey cloak painted with a faded image of a zombie goat}}&lt;br /&gt;
* {{sloot|i|shiny glaes goggles with opaque violet lenses}}&lt;br /&gt;
* {{sloot|i|spherical amber pendant with a black rectangular occlusion}}&lt;br /&gt;
* {{sloot|i|steel hinged chicken wings with variegated white and grey feathers}}&lt;br /&gt;
* {{sloot|i|stiff-brimmed straw hat with a jaunty goat-embroidered hatband}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Containers===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|flea-bitten back harness}}&lt;br /&gt;
* {{sloot|i|juvenile wyvern skull}}&lt;br /&gt;
* {{sloot|i|mohair wrist purse shaped like a plump nanny goat}}&lt;br /&gt;
* {{sloot|i|weapon strap of braided rat tails}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Crafting===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|bone saw with a blade edged in audrualm}}&lt;br /&gt;
* {{sloot|i|calfskin leather bellows with platinum accents}}&lt;br /&gt;
* {{sloot|i|forging hammer with platinum accents}}&lt;br /&gt;
* {{sloot|i|muracite tongs with icesteel clamps}}&lt;br /&gt;
* {{sloot|i|rifflers with azurelle handles}}&lt;br /&gt;
* {{sloot|i|sewing needles inlaid with lustrous shell}}&lt;br /&gt;
* {{sloot|i|smooth tonfa instructions}}&lt;br /&gt;
* {{sloot|i|stirring rod with decorative platinum accents}}&lt;br /&gt;
* {{sloot|i|svidaw sis instructions}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
* {{sloot|i|cambrinth lump shaped like a sleeping piglet}}&lt;br /&gt;
&lt;br /&gt;
===Other===&lt;br /&gt;
{{columns-list|2|&lt;br /&gt;
* {{sloot|i|blank-faced rag doll}}&lt;br /&gt;
* {{sloot|i|goat-shaped rockwood pipe}}&lt;br /&gt;
* {{sloot|i|green striped vest-clad monkey costume with a long curved tail}}&lt;br /&gt;
* {{sloot|i|heavy pewter tankard wrought with an alpine landscape}}&lt;br /&gt;
* {{sloot|i|rough-coated rat figurine with sharp silver teeth}} - &#039;&#039;siegery&#039;&#039;&lt;br /&gt;
* {{sloot|i|slim storybook with a colorfully painted cover}}&lt;br /&gt;
* {{sloot|i|small book bound in helei leather}}&lt;br /&gt;
* {{sloot|i|tiny crystal ball}}&lt;br /&gt;
* {{sloot|i|wedge of faux cheese}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485771</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485771"/>
		<updated>2018-03-30T17:12:36Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 7.	Creating Props and Portals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Grey Wind Manor, Sky Room&lt;br /&gt;
|desc=Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
}}&lt;br /&gt;
&amp;gt; study crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; turn crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=The Creation House, Storage Room]&lt;br /&gt;
|desc=Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example (Day):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example (Night):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished object. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bending your will upon the unfinished object, you make a subtle change to its nature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished bone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485770</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485770"/>
		<updated>2018-03-30T17:11:38Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 7.	Creating Props and Portals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Grey Wind Manor, Sky Room&lt;br /&gt;
|desc=Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
}}&lt;br /&gt;
&amp;gt; study crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; turn crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=The Creation House, Storage Room]&lt;br /&gt;
|desc=Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example (Day):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example (Night):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished object. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bending your will upon the unfinished object, you make a subtle change to its nature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished bone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485769</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485769"/>
		<updated>2018-03-30T17:10:49Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 6.	Describing Your Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Grey Wind Manor, Sky Room&lt;br /&gt;
|desc=Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
}}&lt;br /&gt;
&amp;gt; study crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; turn crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=The Creation House, Storage Room]&lt;br /&gt;
|desc=Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example (Day):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example (Night):&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished object. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bending your will upon the unfinished object, you make a subtle change to its nature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished bone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485768</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485768"/>
		<updated>2018-03-30T17:09:50Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 3.	Starting and Resuming Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Grey Wind Manor, Sky Room&lt;br /&gt;
|desc=Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
}}&lt;br /&gt;
&amp;gt; study crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; turn crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=The Creation House, Storage Room]&lt;br /&gt;
|desc=Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished object. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bending your will upon the unfinished object, you make a subtle change to its nature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished bone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485767</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485767"/>
		<updated>2018-03-30T17:08:35Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 3.	Starting and Resuming Projects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; study crystal&lt;br /&gt;
&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; turn crystal&lt;br /&gt;
&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=The Creation House, Storage Room]&lt;br /&gt;
|desc=Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one!&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished object. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bending your will upon the unfinished object, you make a subtle change to its nature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished bone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485760</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485760"/>
		<updated>2018-03-30T16:45:59Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 7.	Creating Props and Portals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished object. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bending your will upon the unfinished object, you make a subtle change to its nature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished bone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485759</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485759"/>
		<updated>2018-03-30T16:45:08Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 7.	Creating Props and Portals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished object. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished bone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485758</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485758"/>
		<updated>2018-03-30T16:44:45Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 7.	Creating Props and Portals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone. &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485757</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485757"/>
		<updated>2018-03-30T16:44:28Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 7.	Creating Props and Portals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt;&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485756</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485756"/>
		<updated>2018-03-30T16:41:04Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 8.	Connecting Rooms Via Portals and Directions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING PORTALS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands (in addition to previous prop commands):&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - Links a portal to the room you&#039;re in&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;LINK {OBJECT} - starts tracking to link the portal to another portal&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;---Repeat the command on the destination portal to complete the action.&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;CLEAN {OBJECT} - clears any previous LINK that was made.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;LINKING ROOMS VIA DIRECTIONS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 &amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DRILL SET&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485755</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485755"/>
		<updated>2018-03-30T16:23:13Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 9.	Environmental Factors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND SET - Makes a room underground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&#039;&#039;&#039;&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485754</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485754"/>
		<updated>2018-03-30T16:22:44Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 10.	 Quality Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485753</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485753"/>
		<updated>2018-03-30T16:22:14Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 10.	 Quality Control */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;10.	 Quality Control&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485752</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485752"/>
		<updated>2018-03-30T16:19:10Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 4.	Building and Moving Between Rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485751</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485751"/>
		<updated>2018-03-30T16:18:49Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 4.	Building and Moving Between Rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From |roomname=The Creation House, Storage Room&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485750</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485750"/>
		<updated>2018-03-30T16:18:19Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 2.	Grey Wind Manor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485749</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485749"/>
		<updated>2018-03-30T16:17:46Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 6.	Describing Your Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through. &amp;lt;br/&amp;gt; &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485748</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485748"/>
		<updated>2018-03-30T16:16:51Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 6.	Describing Your Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485747</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485747"/>
		<updated>2018-03-30T16:15:40Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 5.	Naming a New Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485746</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485746"/>
		<updated>2018-03-30T16:15:14Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 5.	Naming a New Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485745</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485745"/>
		<updated>2018-03-30T16:14:08Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 4.	Building and Moving Between Rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485744</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485744"/>
		<updated>2018-03-30T16:13:52Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 4.	Building and Moving Between Rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485743</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485743"/>
		<updated>2018-03-30T16:13:40Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 4.	Building and Moving Between Rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=Eldritch Mists&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485742</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485742"/>
		<updated>2018-03-30T16:13:24Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 4.	Building and Moving Between Rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname= [Eldritch Mists]&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485741</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485741"/>
		<updated>2018-03-30T16:13:02Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 4.	Building and Moving Between Rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
{{ShopDescription&lt;br /&gt;
|roomname=[Eldritch Mists]&lt;br /&gt;
|desc=A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &amp;lt;br/&amp;gt;&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485740</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485740"/>
		<updated>2018-03-30T16:11:18Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 5.	Naming a New Room */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMAND: BUILD NAME SET {TEXT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485739</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485739"/>
		<updated>2018-03-30T16:10:57Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NAME SET {Text} - sets the room&#039;s name to {text}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFDAY CLEAR - clears the current brief day text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD BRIEFNIGHT CLEAR - clears the current brief night text&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD VIEW - shows you the current settings for all texts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
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		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485738"/>
		<updated>2018-03-30T16:10:00Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;3.	Starting and Resuming Projects&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;5.	Naming a New Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;6.	Describing Your Room&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD NAME SET {Text} - sets the room&#039;s name to {text}&lt;br /&gt;
        BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&lt;br /&gt;
        BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&lt;br /&gt;
        BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&lt;br /&gt;
        BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&lt;br /&gt;
        BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&lt;br /&gt;
        BUILD BRIEFDAY CLEAR - clears the current brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT CLEAR - clears the current brief night text&lt;br /&gt;
        BUILD VIEW - shows you the current settings for all texts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;7.	Creating Props and Portals&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PROP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD {OBJECT} DELETE - permanently deletes an item&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;POINT {OBJECT} - hides and unhides items from view&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: BUILD PORTAL&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;8.	Connecting Rooms Via Portals and Directions&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LIST&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE LEAVE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} PHRASE ARRIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command: LINK {OBJECT}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD {OBJECT} DESTINATION START&#039;&#039;&#039; &lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commands:&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL SET - completes the process and will connect the first room to this one&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485737</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485737"/>
		<updated>2018-03-30T16:04:49Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==1.	Introduction to the ALAE==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==2.	Grey Wind Manor==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==3.	Starting and Resuming Projects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;4.	Building and Moving Between Rooms&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==5.	Naming a New Room==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6.	Describing Your Room==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD NAME SET {Text} - sets the room&#039;s name to {text}&lt;br /&gt;
        BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&lt;br /&gt;
        BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&lt;br /&gt;
        BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&lt;br /&gt;
        BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&lt;br /&gt;
        BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&lt;br /&gt;
        BUILD BRIEFDAY CLEAR - clears the current brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT CLEAR - clears the current brief night text&lt;br /&gt;
        BUILD VIEW - shows you the current settings for all texts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7.	Creating Props and Portals==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commands: &lt;br /&gt;
        BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&lt;br /&gt;
	BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&lt;br /&gt;
        BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&lt;br /&gt;
	BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&lt;br /&gt;
	BUILD {OBJECT} DELETE - permanently deletes an item&lt;br /&gt;
        BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&lt;br /&gt;
	POINT {OBJECT} - hides and unhides items from view&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8.	Connecting Rooms Via Portals and Directions==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
Command: LINK {OBJECT}&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} DESTINATION START &lt;br /&gt;
BUILD DESTINATION SET&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&lt;br /&gt;
        BUILD DRILL SET - completes the process and will connect the first room to this one&lt;br /&gt;
        BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&lt;br /&gt;
        BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9.	Environmental Factors==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485736</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485736"/>
		<updated>2018-03-30T16:04:17Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: /* 4.	Building and Moving Between Rooms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==1.	Introduction to the ALAE==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==2.	Grey Wind Manor==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==3.	Starting and Resuming Projects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;==4.	Building and Moving Between Rooms==&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMMANDS:&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO NEXT&#039;&#039;&#039;&lt;br /&gt;
	&#039;&#039;&#039;BUILD GO PREVIOUS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO MANOR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	&#039;&#039;&#039;COMMAND: BUILD GO {PLAYER NAME}&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
==5.	Naming a New Room==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6.	Describing Your Room==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD NAME SET {Text} - sets the room&#039;s name to {text}&lt;br /&gt;
        BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&lt;br /&gt;
        BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&lt;br /&gt;
        BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&lt;br /&gt;
        BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&lt;br /&gt;
        BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&lt;br /&gt;
        BUILD BRIEFDAY CLEAR - clears the current brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT CLEAR - clears the current brief night text&lt;br /&gt;
        BUILD VIEW - shows you the current settings for all texts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7.	Creating Props and Portals==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commands: &lt;br /&gt;
        BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&lt;br /&gt;
	BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&lt;br /&gt;
        BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&lt;br /&gt;
	BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&lt;br /&gt;
	BUILD {OBJECT} DELETE - permanently deletes an item&lt;br /&gt;
        BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&lt;br /&gt;
	POINT {OBJECT} - hides and unhides items from view&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8.	Connecting Rooms Via Portals and Directions==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
Command: LINK {OBJECT}&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} DESTINATION START &lt;br /&gt;
BUILD DESTINATION SET&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&lt;br /&gt;
        BUILD DRILL SET - completes the process and will connect the first room to this one&lt;br /&gt;
        BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&lt;br /&gt;
        BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9.	Environmental Factors==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485735</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485735"/>
		<updated>2018-03-30T16:03:23Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;2.	Grey Wind Manor&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;3.	Starting and resuming projects&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;4.	Building a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;5.	Naming a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;6.	Describing a room&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;7.	Creating props and portals&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;8.	Connecting rooms via portals and directions&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;9.	Environmental Factors&#039;&#039;&#039;&lt;br /&gt;
        &#039;&#039;&#039;10.	Quality Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==1.	Introduction to the ALAE==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==2.	Grey Wind Manor==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==3.	Starting and Resuming Projects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==4.	Building and Moving Between Rooms==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
	BUILD GO NEXT&lt;br /&gt;
	BUILD GO PREVIOUS&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	COMMAND: BUILD GO MANOR&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	COMMAND: BUILD GO {PLAYER NAME}&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==5.	Naming a New Room==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6.	Describing Your Room==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD NAME SET {Text} - sets the room&#039;s name to {text}&lt;br /&gt;
        BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&lt;br /&gt;
        BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&lt;br /&gt;
        BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&lt;br /&gt;
        BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&lt;br /&gt;
        BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&lt;br /&gt;
        BUILD BRIEFDAY CLEAR - clears the current brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT CLEAR - clears the current brief night text&lt;br /&gt;
        BUILD VIEW - shows you the current settings for all texts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7.	Creating Props and Portals==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commands: &lt;br /&gt;
        BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&lt;br /&gt;
	BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&lt;br /&gt;
        BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&lt;br /&gt;
	BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&lt;br /&gt;
	BUILD {OBJECT} DELETE - permanently deletes an item&lt;br /&gt;
        BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&lt;br /&gt;
	POINT {OBJECT} - hides and unhides items from view&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8.	Connecting Rooms Via Portals and Directions==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
Command: LINK {OBJECT}&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} DESTINATION START &lt;br /&gt;
BUILD DESTINATION SET&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&lt;br /&gt;
        BUILD DRILL SET - completes the process and will connect the first room to this one&lt;br /&gt;
        BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&lt;br /&gt;
        BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9.	Environmental Factors==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485734</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485734"/>
		<updated>2018-03-30T16:02:39Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;&#039;&#039;&#039;1.	Introduction to the ALAE&lt;br /&gt;
        2.	Grey Wind Manor&lt;br /&gt;
        3.	Starting and resuming projects&lt;br /&gt;
        4.	Building a room&lt;br /&gt;
        5.	Naming a room&lt;br /&gt;
        6.	Describing a room&lt;br /&gt;
        7.	Creating props and portals&lt;br /&gt;
        8.	Connecting rooms via portals and directions&lt;br /&gt;
        9.	Environmental Factors&lt;br /&gt;
        10.	Quality Control&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
==1.	Introduction to the ALAE==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==2.	Grey Wind Manor==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==3.	Starting and Resuming Projects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==4.	Building and Moving Between Rooms==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
	BUILD GO NEXT&lt;br /&gt;
	BUILD GO PREVIOUS&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	COMMAND: BUILD GO MANOR&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	COMMAND: BUILD GO {PLAYER NAME}&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==5.	Naming a New Room==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6.	Describing Your Room==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD NAME SET {Text} - sets the room&#039;s name to {text}&lt;br /&gt;
        BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&lt;br /&gt;
        BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&lt;br /&gt;
        BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&lt;br /&gt;
        BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&lt;br /&gt;
        BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&lt;br /&gt;
        BUILD BRIEFDAY CLEAR - clears the current brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT CLEAR - clears the current brief night text&lt;br /&gt;
        BUILD VIEW - shows you the current settings for all texts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7.	Creating Props and Portals==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commands: &lt;br /&gt;
        BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&lt;br /&gt;
	BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&lt;br /&gt;
        BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&lt;br /&gt;
	BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&lt;br /&gt;
	BUILD {OBJECT} DELETE - permanently deletes an item&lt;br /&gt;
        BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&lt;br /&gt;
	POINT {OBJECT} - hides and unhides items from view&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8.	Connecting Rooms Via Portals and Directions==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
Command: LINK {OBJECT}&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} DESTINATION START &lt;br /&gt;
BUILD DESTINATION SET&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&lt;br /&gt;
        BUILD DRILL SET - completes the process and will connect the first room to this one&lt;br /&gt;
        BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&lt;br /&gt;
        BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9.	Environmental Factors==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485733</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
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		<updated>2018-03-30T16:02:21Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
        &#039;&#039;&#039;1.	Introduction to the ALAE&lt;br /&gt;
        2.	Grey Wind Manor&lt;br /&gt;
        3.	Starting and resuming projects&lt;br /&gt;
        4.	Building a room&lt;br /&gt;
        5.	Naming a room&lt;br /&gt;
        6.	Describing a room&lt;br /&gt;
        7.	Creating props and portals&lt;br /&gt;
        8.	Connecting rooms via portals and directions&lt;br /&gt;
        9.	Environmental Factors&lt;br /&gt;
        10.	Quality Control&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
==1.	Introduction to the ALAE==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==2.	Grey Wind Manor==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==3.	Starting and Resuming Projects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==4.	Building and Moving Between Rooms==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
	BUILD GO NEXT&lt;br /&gt;
	BUILD GO PREVIOUS&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	COMMAND: BUILD GO MANOR&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	COMMAND: BUILD GO {PLAYER NAME}&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==5.	Naming a New Room==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6.	Describing Your Room==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD NAME SET {Text} - sets the room&#039;s name to {text}&lt;br /&gt;
        BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&lt;br /&gt;
        BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&lt;br /&gt;
        BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&lt;br /&gt;
        BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&lt;br /&gt;
        BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&lt;br /&gt;
        BUILD BRIEFDAY CLEAR - clears the current brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT CLEAR - clears the current brief night text&lt;br /&gt;
        BUILD VIEW - shows you the current settings for all texts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7.	Creating Props and Portals==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commands: &lt;br /&gt;
        BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&lt;br /&gt;
	BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&lt;br /&gt;
        BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&lt;br /&gt;
	BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&lt;br /&gt;
	BUILD {OBJECT} DELETE - permanently deletes an item&lt;br /&gt;
        BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&lt;br /&gt;
	POINT {OBJECT} - hides and unhides items from view&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8.	Connecting Rooms Via Portals and Directions==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
Command: LINK {OBJECT}&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} DESTINATION START &lt;br /&gt;
BUILD DESTINATION SET&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&lt;br /&gt;
        BUILD DRILL SET - completes the process and will connect the first room to this one&lt;br /&gt;
        BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&lt;br /&gt;
        BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9.	Environmental Factors==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485732</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485732"/>
		<updated>2018-03-30T15:58:39Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
1.	Introduction to the ALAE&lt;br /&gt;
2.	Grey Wind Manor&lt;br /&gt;
3.	Starting and resuming projects&lt;br /&gt;
4.	Building a room&lt;br /&gt;
5.	Naming a room&lt;br /&gt;
6.	Describing a room&lt;br /&gt;
7.	Creating props and portals&lt;br /&gt;
8.	Connecting rooms via portals and directions&lt;br /&gt;
9.	Environmental Factors&lt;br /&gt;
10.	Quality Control&lt;br /&gt;
&lt;br /&gt;
==1.	Introduction to the ALAE==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==2.	Grey Wind Manor==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==3.	Starting and Resuming Projects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==4.	Building and Moving Between Rooms==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
	BUILD GO NEXT&lt;br /&gt;
	BUILD GO PREVIOUS&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	COMMAND: BUILD GO MANOR&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	COMMAND: BUILD GO {PLAYER NAME}&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==5.	Naming a New Room==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6.	Describing Your Room==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD NAME SET {Text} - sets the room&#039;s name to {text}&lt;br /&gt;
        BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&lt;br /&gt;
        BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&lt;br /&gt;
        BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&lt;br /&gt;
        BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&lt;br /&gt;
        BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&lt;br /&gt;
        BUILD BRIEFDAY CLEAR - clears the current brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT CLEAR - clears the current brief night text&lt;br /&gt;
        BUILD VIEW - shows you the current settings for all texts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7.	Creating Props and Portals==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commands: &lt;br /&gt;
        BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&lt;br /&gt;
	BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&lt;br /&gt;
        BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&lt;br /&gt;
	BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&lt;br /&gt;
	BUILD {OBJECT} DELETE - permanently deletes an item&lt;br /&gt;
        BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&lt;br /&gt;
	POINT {OBJECT} - hides and unhides items from view&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8.	Connecting Rooms Via Portals and Directions==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
Command: LINK {OBJECT}&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} DESTINATION START &lt;br /&gt;
BUILD DESTINATION SET&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&lt;br /&gt;
        BUILD DRILL SET - completes the process and will connect the first room to this one&lt;br /&gt;
        BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&lt;br /&gt;
        BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9.	Environmental Factors==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;br /&gt;
&lt;br /&gt;
[http://www.dm.net/~aldamus/ALAE/default.htm ALAE Home Page]&lt;br /&gt;
&lt;br /&gt;
{{Cat|Organizations}}&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485731</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485731"/>
		<updated>2018-03-30T15:52:47Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
1.	Introduction to the ALAE&lt;br /&gt;
2.	Grey Wind Manor&lt;br /&gt;
3.	Starting and resuming projects&lt;br /&gt;
4.	Building a room&lt;br /&gt;
5.	Naming a room&lt;br /&gt;
6.	Describing a room&lt;br /&gt;
7.	Creating props and portals&lt;br /&gt;
8.	Connecting rooms via portals and directions&lt;br /&gt;
9.	Environmental Factors&lt;br /&gt;
10.	Quality Control&lt;br /&gt;
&lt;br /&gt;
==1.	Introduction to the ALAE==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==2.	Grey Wind Manor==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==3.	Starting and Resuming Projects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==4.	Building and Moving Between Rooms==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
	BUILD GO NEXT&lt;br /&gt;
	BUILD GO PREVIOUS&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	COMMAND: BUILD GO MANOR&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	COMMAND: BUILD GO {PLAYER NAME}&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==5.	Naming a New Room==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6.	Describing Your Room==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD NAME SET {Text} - sets the room&#039;s name to {text}&lt;br /&gt;
        BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&lt;br /&gt;
        BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&lt;br /&gt;
        BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&lt;br /&gt;
        BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&lt;br /&gt;
        BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&lt;br /&gt;
        BUILD BRIEFDAY CLEAR - clears the current brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT CLEAR - clears the current brief night text&lt;br /&gt;
        BUILD VIEW - shows you the current settings for all texts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7.	Creating Props and Portals==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commands: &lt;br /&gt;
        BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&lt;br /&gt;
	BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&lt;br /&gt;
        BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&lt;br /&gt;
	BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&lt;br /&gt;
	BUILD {OBJECT} DELETE - permanently deletes an item&lt;br /&gt;
        BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&lt;br /&gt;
	POINT {OBJECT} - hides and unhides items from view&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8.	Connecting Rooms Via Portals and Directions==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
        BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
        BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
        LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
         ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
        CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD {OBJECT} PHRASE LIST&lt;br /&gt;
        BUILD {OBJECT} PHRASE LEAVE&lt;br /&gt;
        BUILD {OBJECT} PHRASE ARRIVE&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
Command: LINK {OBJECT}&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} DESTINATION START &lt;br /&gt;
BUILD DESTINATION SET&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&lt;br /&gt;
        BUILD DRILL SET - completes the process and will connect the first room to this one&lt;br /&gt;
        BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&lt;br /&gt;
        BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9.	Environmental Factors==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
        BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
        BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
        BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
        BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
        BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
        BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
        BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
        BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
        BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
        BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
        BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
        BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
        BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
        BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
        BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
        BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
        BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
        BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
        BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
        BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
        BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
        BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
        BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |-------------A Quality Book-------------|&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Page:   Contents:                       |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        | 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
        | 2)     Area descriptions.              |&lt;br /&gt;
        | 3)     Area environmental information. |&lt;br /&gt;
        | 4)     Items of interest.              |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Each TURN of a page will reveal more of |&lt;br /&gt;
        |an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
        |with a critical eye becoming of one     |&lt;br /&gt;
        |entrusted with such information.        |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        |Careful READing of the information given|&lt;br /&gt;
        |will ensure the finer details of an area|&lt;br /&gt;
        |are noticeable, rather than any glaring |&lt;br /&gt;
        |mistakes from the creation.             |&lt;br /&gt;
        |                                        |&lt;br /&gt;
        +----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485730</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485730"/>
		<updated>2018-03-30T15:47:41Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
1.	Introduction to the ALAE&lt;br /&gt;
2.	Grey Wind Manor&lt;br /&gt;
3.	Starting and resuming projects&lt;br /&gt;
4.	Building a room&lt;br /&gt;
5.	Naming a room&lt;br /&gt;
6.	Describing a room&lt;br /&gt;
7.	Creating props and portals&lt;br /&gt;
8.	Connecting rooms via portals and directions&lt;br /&gt;
9.	Environmental Factors&lt;br /&gt;
10.	Quality Control&lt;br /&gt;
&lt;br /&gt;
==1.	Introduction to the ALAE==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==2.	Grey Wind Manor==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in [[Laakvor]] ([[RanikMap3]]).  To enter the manor, push your {{ilink|i|shimmering mist-grey crystal pin|ALAE pin}} to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==3.	Starting and Resuming Projects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==4.	Building and Moving Between Rooms==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
	BUILD GO NEXT&lt;br /&gt;
	BUILD GO PREVIOUS&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	COMMAND: BUILD GO MANOR&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	COMMAND: BUILD GO {PLAYER NAME}&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==5.	Naming a New Room==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6.	Describing Your Room==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD NAME SET {Text} - sets the room&#039;s name to {text}&lt;br /&gt;
        BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&lt;br /&gt;
        BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&lt;br /&gt;
        BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&lt;br /&gt;
        BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&lt;br /&gt;
        BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&lt;br /&gt;
        BUILD BRIEFDAY CLEAR - clears the current brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT CLEAR - clears the current brief night text&lt;br /&gt;
        BUILD VIEW - shows you the current settings for all texts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7.	Creating Props and Portals==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commands: &lt;br /&gt;
BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&lt;br /&gt;
	BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&lt;br /&gt;
BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&lt;br /&gt;
	BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&lt;br /&gt;
	BUILD {OBJECT} DELETE - permanently deletes an item&lt;br /&gt;
	BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&lt;br /&gt;
	POINT {OBJECT} - hides and unhides items from view&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8.	Connecting Rooms Via Portals and Directions==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
 ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} PHRASE LIST&lt;br /&gt;
BUILD {OBJECT} PHRASE LEAVE&lt;br /&gt;
BUILD {OBJECT} PHRASE ARRIVE&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
Command: LINK {OBJECT}&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} DESTINATION START &lt;br /&gt;
BUILD DESTINATION SET&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&lt;br /&gt;
BUILD DRILL SET - completes the process and will connect the first room to this one&lt;br /&gt;
BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&lt;br /&gt;
BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9.	Environmental Factors==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS&lt;br /&gt;
BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
+----------------------------------------+&lt;br /&gt;
|-------------A Quality Book-------------|&lt;br /&gt;
+----------------------------------------+&lt;br /&gt;
|                                        |&lt;br /&gt;
|Page:   Contents:                       |&lt;br /&gt;
|                                        |&lt;br /&gt;
| 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
| 2)     Area descriptions.              |&lt;br /&gt;
| 3)     Area environmental information. |&lt;br /&gt;
| 4)     Items of interest.              |&lt;br /&gt;
|                                        |&lt;br /&gt;
+----------------------------------------+&lt;br /&gt;
|                                        |&lt;br /&gt;
|Each TURN of a page will reveal more of |&lt;br /&gt;
|an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
|with a critical eye becoming of one     |&lt;br /&gt;
|entrusted with such information.        |&lt;br /&gt;
|                                        |&lt;br /&gt;
|Careful READing of the information given|&lt;br /&gt;
|will ensure the finer details of an area|&lt;br /&gt;
|are noticeable, rather than any glaring |&lt;br /&gt;
|mistakes from the creation.             |&lt;br /&gt;
|                                        |&lt;br /&gt;
+----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
	<entry>
		<id>https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485729</id>
		<title>Architectural and Landscaping Association of Elanthia</title>
		<link rel="alternate" type="text/html" href="https://elanthipedia.play.net/index.php?title=Architectural_and_Landscaping_Association_of_Elanthia&amp;diff=485729"/>
		<updated>2018-03-30T15:44:18Z</updated>

		<summary type="html">&lt;p&gt;MALIGN: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RTOC}}&lt;br /&gt;
If you think landscaping and interior design are essential components of adventure, then you have come to the right place!  The [[page type is::organization|Association]] is a means by which players collaborate to create new areas within DragonRealms.  These areas will range from humble gardens to ancient ruins and beyond!  While many of the projects will be given by GMs, members may propose or design their own areas as well.&lt;br /&gt;
&lt;br /&gt;
This article consists of the following sections:&lt;br /&gt;
1.	Introduction to the ALAE&lt;br /&gt;
2.	Grey Wind Manor&lt;br /&gt;
3.	Starting and resuming projects&lt;br /&gt;
4.	Building a room&lt;br /&gt;
5.	Naming a room&lt;br /&gt;
6.	Describing a room&lt;br /&gt;
7.	Creating props and portals&lt;br /&gt;
8.	Connecting rooms via portals and directions&lt;br /&gt;
9.	Environmental Factors&lt;br /&gt;
10.	Quality Control&lt;br /&gt;
&lt;br /&gt;
==1.	Introduction to the ALAE==&lt;br /&gt;
&lt;br /&gt;
The ALAE is an organization within which players design areas for inclusion within the game.  The standard workflow will be that a GM will send a request to the chairman of the ALAE, who will then pass the assignment on to a team of ALAE members or single individual.  ALAE members are also allowed and encouraged to create their own areas.  While there is no guarantee that personal areas will ultimately be included in the game, they are a great way to practice design and explore your creative side.  &lt;br /&gt;
&lt;br /&gt;
==2.	Grey Wind Manor==&lt;br /&gt;
&lt;br /&gt;
[[Grey Wind Manor]] is where the majority of the ALAE’s activities take place.  Grey Wind Manor is located in Laakvor.  To enter the manor, push your ALAE pin to reach the vestibule. &lt;br /&gt;
&lt;br /&gt;
The vestibule has six exits: five doors and a portal.  To exit the manor, go through the portal. Of the five doors, you’ll be using the Sky Door the most often.  This takes you to the Crystal Room where you’ll begin and resume your work.&lt;br /&gt;
&lt;br /&gt;
            --==* VESTIBULE DIRECTORY *==--&lt;br /&gt;
 OAKEN DOOR - Landscaper&#039;s Lounge&lt;br /&gt;
 AZURE DOOR - Office of the Lord of the Manor (Closed)&lt;br /&gt;
 SILVER DOOR - Office of the Lord&#039;s Seneschal (Closed)&lt;br /&gt;
 SKY    DOOR - Crystal Room&lt;br /&gt;
 WHITE DOOR - Office of Natural Harmony and Paradox&lt;br /&gt;
&lt;br /&gt;
Those who wish may return to Elanthia through the PORTAL.)&lt;br /&gt;
&lt;br /&gt;
==3.	Starting and Resuming Projects==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Projects can be started and resumed in the Sky Room using a few simple commands involving the crystal.  To begin or resume a project, get the crystal.  To switch between them, turn the crystal.  To check which project the crystal is set to, touch the crystal.&lt;br /&gt;
&lt;br /&gt;
[Grey Wind Manor, Sky Room]&lt;br /&gt;
Painted a stunning sky blue, this room is ominously empty except for the marble pedestal sitting in the exact center.  A glowing crystal rests atop it, silently beckoning you to take a closer look.  &lt;br /&gt;
Obvious exits: out.&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; study crystal&lt;br /&gt;
As you carefully scrutinize the crystal, a haze of swirling mists form out of nothingness and surround you.  As they dissipate, you are left with a better understanding of the glowing crystal.&lt;br /&gt;
&lt;br /&gt;
You feel that TURNing the crystal would reveal each of your areas to you, and if you were to GET the crystal, you&#039;d be taken to the attuned area.  As your memories fade, a voice imparts, &amp;quot;Should you forget which area I am attuned to, simply TOUCH me and I&#039;ll impart the area once more.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; turn crystal&lt;br /&gt;
You feel a subtle shift in your balance then hear your own voice clearly speaking in your head, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; touch crystal&lt;br /&gt;
You hear your own voice in your head speaking clearly, &amp;quot;I am attuned and centered upon a realm known as Malign&#039;s Test Zone.&amp;quot;&lt;br /&gt;
You reach out and touch a glowing crystal.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; get crystal&lt;br /&gt;
As you start to pick up the glowing crystal, your surroundings blur into a mishmash of fading colors.  Just for a moment, you feel a faint touch of dizzyness and then everything becomes grey...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you get the crystal, you’ll find yourself in the starting room. Note that while you can access the commands here, you cannot change this room.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[The Creation House, Storage Room]&lt;br /&gt;
Four brick walls, a green tiled floor and a purple ceiling surround you.  Though few would find it tasteful, the room still manages to exude a cozy atmosphere.  The room is illuminated, though the source of light is not evident.  &lt;br /&gt;
Obvious exits: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that you&#039;re in the building area, you can create your first room. So let’s build one! &lt;br /&gt;
&lt;br /&gt;
==4.	Building and Moving Between Rooms==&lt;br /&gt;
&lt;br /&gt;
The first room can be built using the build room command.  This creates a room with the default template for you to begin work on. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(From [The Creation House, Storage Room]&lt;br /&gt;
&amp;gt; BUILD ROOM&lt;br /&gt;
You summon your creative talents and force your will upon your surroundings.  A roaring explosion outside rocks the house, and clouds of dust rain down from the rafters above.  A sense of accomplishment fills you as the mists impart the knowledge of the successful creation.&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
You will be transported to your room upon building it.  If you wish to move between rooms, use the commands:&lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
	BUILD GO NEXT&lt;br /&gt;
	BUILD GO PREVIOUS&lt;br /&gt;
&lt;br /&gt;
If you want to return to the manor, use the command:&lt;br /&gt;
&lt;br /&gt;
	COMMAND: BUILD GO MANOR&lt;br /&gt;
&lt;br /&gt;
Finally, if you want to visit the area of another ALAE member, use:&lt;br /&gt;
	&lt;br /&gt;
	COMMAND: BUILD GO {PLAYER NAME}&lt;br /&gt;
&lt;br /&gt;
Note that you cannot change an area unless you are a member of its project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==5.	Naming a New Room==&lt;br /&gt;
&lt;br /&gt;
Now that you have your room, you probably want to name it.  Most rooms in Dragonrealms consist of two parts, a name describing the general area that the room is in, and a specific name for the room itself, separated by a comma.&lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD NAME SET {TEXT}&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD NAME SET Malign’s Project, Malign&#039;s Hidey Hole&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6.	Describing Your Room==&lt;br /&gt;
&lt;br /&gt;
Now that your first room has been built, it’s time to add descriptions.  A more thorough discussion of how to properly describe your room will be in the final section, but for now here are a few key points for making room descriptions: &lt;br /&gt;
&lt;br /&gt;
•	If you set a DAYTEXT, you must set a BRIEFDAY&lt;br /&gt;
•	If you set a NIGHTTEXT, you must set a BRIEFNIGHT&lt;br /&gt;
•	Sentences are followed by two spaces, not one.&lt;br /&gt;
•	American English should be used, except for GREY instead of GRAY&lt;br /&gt;
•	Avoid using you/your and other phrases that imply a specific action or emotion from a player. Instead, think of why they would feel or react that way, and describe it as a feature of the room.&lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
        BUILD NAME SET {Text} - sets the room&#039;s name to {text}&lt;br /&gt;
        BUILD DAYTEXT SET {Text} - sets the room&#039;s full day text&lt;br /&gt;
        BUILD NIGHTTEXT SET {Text} - sets the room&#039;s full night text&lt;br /&gt;
        BUILD BRIEFDAY SET {Text} - sets the room&#039;s brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT SET {Text} - sets the room&#039;s brief night text&lt;br /&gt;
        BUILD DAYTEXT CLEAR - clears the current room&#039;s day text&lt;br /&gt;
        BUILD NIGHTTEXT CLEAR - clears the current room&#039;s night text&lt;br /&gt;
        BUILD BRIEFDAY CLEAR - clears the current brief day text&lt;br /&gt;
        BUILD BRIEFNIGHT CLEAR - clears the current brief night text&lt;br /&gt;
        BUILD VIEW - shows you the current settings for all texts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example (Day):&lt;br /&gt;
(&amp;gt; BUILD DAYTEXT SET This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the lower ceiling, allowing a small amount of light through.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
Example (Night):&lt;br /&gt;
&amp;gt; BUILD NIGHTTEXT SET this is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
Bending your will to your surroundings, you make a subtle change to its nature...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.  &lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==7.	Creating Props and Portals==&lt;br /&gt;
&lt;br /&gt;
PROPS&lt;br /&gt;
Now that you’ve created descriptions for you room, you probably want to add some specific features.  Props are independent features within a room. Usually they’re just something you want to stand out, but in some cases it is possible to interact with them.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PROP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commands: &lt;br /&gt;
BUILD {OBJECT} ARTICLE {TEXT} - sets the article field to {TEXT} (a/an/the/some/etc)&lt;br /&gt;
	BUILD {OBJECT} ADJECTIVE {TEXT} - sets the adjective field to {TEXT}&lt;br /&gt;
BUILD {OBJECT} NOUN {TEXT} - sets the noun field to {TEXT} - SINGLE WORDS ONLY&lt;br /&gt;
	BUILD {OBJECT} TAP {TEXT} - sets the appear field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} LOOK {TEXT} - sets the examine field to {TEXT}&lt;br /&gt;
	BUILD {OBJECT} READ {TEXT} - sets the READ to {TEXT} - automatically addes quotes&lt;br /&gt;
	BUILD {OBJECT} DELETE - permanently deletes an item&lt;br /&gt;
	BUILD {OBJECT} TYPE - sets In/On/Under/Behind values for containers&lt;br /&gt;
	POINT {OBJECT} - hides and unhides items from view&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example 1:&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PROP&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished object.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished object.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD OBJECT NOUN bone&lt;br /&gt;
Bending your will upon the unfinished object, you make a subtle change to its nature.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a glimpse at the night sky beyond.&lt;br /&gt;
You also see an unfinished bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
(Containers have a few additional commands)&lt;br /&gt;
&lt;br /&gt;
PORTALS&lt;br /&gt;
&lt;br /&gt;
Portals are a specific kind of prop that players can go through.  The set of descriptive commands are identical to props, but there are additional commands related to movement that will be covered in the next section.&lt;br /&gt;
&lt;br /&gt;
Command: BUILD PORTAL&lt;br /&gt;
&lt;br /&gt;
(&amp;gt; BUILD PORTAL&lt;br /&gt;
You bend your will upon your surroundings.  With a little coaxing, the mists coalesce into an unfinished opening.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; LOOK&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==8.	Connecting Rooms Via Portals and Directions==&lt;br /&gt;
&lt;br /&gt;
There are three distinct ways to connect rooms in the ALAE interface:&lt;br /&gt;
1.	Linking two portals together.&lt;br /&gt;
2.	Establishing a one way link between a portal and a room.&lt;br /&gt;
3.	Linking rooms via the drill command.&lt;br /&gt;
&lt;br /&gt;
While each method has its own syntax, the methodologies are similar.  Go to the first room you want to link, use an initial link command, then move to the next room via the BUILD GO NEXT or BUILD GO PREVIOUS command and use the second link command to complete the link.  We will cover the two methodologies that rely on portals first.&lt;br /&gt;
&lt;br /&gt;
LINKING PORTALS&lt;br /&gt;
&lt;br /&gt;
As mentioned in the previous section, there are an additional set of commands that are specific to portals.  &lt;br /&gt;
&lt;br /&gt;
Commands (in addition to previous prop commands):&lt;br /&gt;
BUILD {OBJECT} PHRASE LIST - lists movement phrases for portals&lt;br /&gt;
BUILD {OBJECT} PHRASE LEAVE # - sets a portal&#039;s messaging for leaving via it&lt;br /&gt;
BUILD {OBJECT} PHRASE ARRIVE # - sets a portal&#039;s messaging for arriving via it&lt;br /&gt;
BUILD {OBJECT} DESTINATION START - starts tracking for where a portal leads&lt;br /&gt;
BUILD DESTINATION SET - Links a portal to the room you&#039;re in&lt;br /&gt;
LINK {OBJECT} - starts tracking to link the portal to another portal&lt;br /&gt;
 ---Repeat the command on the destination portal to complete the action.&lt;br /&gt;
CLEAN {OBJECT} - clears any previous LINK that was made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of these commands are involved in movement in some way. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} PHRASE LIST&lt;br /&gt;
BUILD {OBJECT} PHRASE LEAVE&lt;br /&gt;
BUILD {OBJECT} PHRASE ARRIVE&lt;br /&gt;
&lt;br /&gt;
These three commands are used to set what movement messages people see when someone utilizes the portal.  Select the one appropriate to the portal.  Seeing someone crawl through a door, after all, might be a bit strange!&lt;br /&gt;
&lt;br /&gt;
The rest of the commands are involved in the linking of rooms.  The first method for connecting rooms using props is using the link command to link two portals.  To do this, you use&lt;br /&gt;
&lt;br /&gt;
Command: LINK {OBJECT}&lt;br /&gt;
&lt;br /&gt;
Next, you use the BUILD GO NEXT or BUILD GO PREVIOUS to move to the target room.  There, you repeat LINK {OBJECT} on the second portal to complete the link between rooms.  Be sure to test it!&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&amp;gt; link opening&lt;br /&gt;
Starting tracking for linking the opening to another portal.  Repeat the command with another unlinked portal to complete the process.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DESTINATION START/SET&lt;br /&gt;
&lt;br /&gt;
The destination start/set method is used to generate one way paths that use portals.  It is very similar to the link method, only there is no portal in the second room. &lt;br /&gt;
&lt;br /&gt;
COMMANDS:&lt;br /&gt;
BUILD {OBJECT} DESTINATION START &lt;br /&gt;
BUILD DESTINATION SET&lt;br /&gt;
&lt;br /&gt;
Select the origin room and use BUILD {OBJECT} DESTINATION START, where object is the origin portal.  Then use BUILD GO NEXT or BUILD GO PREVIOUS to move to the second room.  Finally, use BUILD DESTINATION SET to set the destination of the portal in the first room to this room.  Note that this makes it into a one way street.  Be sure to have a way out!&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; BUILD HEARTH DESTINATION START&lt;br /&gt;
Starting tracking for the open hearth.  Go to the room you wish to connect it to and use BUILD DESTINATION SET.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD GO NEXT &lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention. &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;BUILD DESTINATION SET&lt;br /&gt;
You send your will out into the mists and are rewarded with a sense of acceptance to your changes.&lt;br /&gt;
&lt;br /&gt;
[A Decrepit Bedroom, Abandoned Tenement]&lt;br /&gt;
The smell of mildew and decay is stronger here.  Water trickles down from a chimney into a small open hearth opposite the entrance.  In corner a pile of scavenged cloth and rags form what might be a nest or a crude bed.  Strange, scrawling writing is sliced upon the far wall.&lt;br /&gt;
You also see an open hearth and a slightly-ajar door.&lt;br /&gt;
Obvious exits: none.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; ENTER HEARTH&lt;br /&gt;
&lt;br /&gt;
[Eldritch Mists]&lt;br /&gt;
A sea of eerie grey mists fill the world, twisting and turning before your eyes.  Strange tendrils of the smoky grey mists pass before you without any help from weather or wind.  The unsettling silence of this weird sojourn seems to call out to you, pleading for attention.  &lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LINKING ROOMS VIA DIRECTIONS&lt;br /&gt;
&lt;br /&gt;
The third way to link rooms does not rely on portals at all. It is instead just the simple directions that are present in most rooms.  The method is very similar to the link portal approach. &lt;br /&gt;
&lt;br /&gt;
Commands:&lt;br /&gt;
BUILD DRILL {direction} - starts tracking for moving {direction} from your current room&lt;br /&gt;
BUILD DRILL SET - completes the process and will connect the first room to this one&lt;br /&gt;
BUILD DRILL CLEAR {direction} - removes the directional exit from current room only&lt;br /&gt;
BUILD DESTINATION SET - connects a portal to the room you&#039;re in.  STUDY a portal for more information.&lt;br /&gt;
&lt;br /&gt;
Use the BUILD DRILL {DIRECTION} command to begin the connection.  Use the BUILD GO NEXT or BUILD GO PREVIOUS commands to move to the room you want to connect to, and finally use BUILD DRILL SET to complete the link.  Note that the opposite direction will appear in the room you connect to.  For instance, if the connection in the first room goes west to the second, the connection in the second room will be east to the first.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
(&amp;gt; BUILD DRILL north&lt;br /&gt;
You set your will upon your surroundings, urging the mists to open new pathways to areas within their domain.  A soothing voice whispers, &amp;quot;Very well, Malign.  I shall open a pathway leading north from this region.  Go now to your destination and SET things as you wish, and the path will be opened.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You can then either utilize the portal you just created or BUILD GO PREVIOUS to return to your first room.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD GO PREVIOUS&lt;br /&gt;
You send your thoughts out into the mists.  In a dizzying flash, you find yourself someplace new...&lt;br /&gt;
&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: none.&lt;br /&gt;
&lt;br /&gt;
 (&amp;gt; BUILD DRILL SET&lt;br /&gt;
&amp;gt; build drill set&lt;br /&gt;
A soothing voice whispers, &amp;quot;So was it asked, so shall it be.  Your pathway is made.&amp;quot;&lt;br /&gt;
[Malign’s Project, Malign&#039;s Hidey Hole]&lt;br /&gt;
This is a hole. It is dark, damp, and kind of smelly. The only apparent exit is an opening in the low ceiling, allowing a small amount of light through.&lt;br /&gt;
You also see an unfinished opening and an old bone.&lt;br /&gt;
Obvious paths: south.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==9.	Environmental Factors==&lt;br /&gt;
&lt;br /&gt;
Discussion on most environmental factors will be added at a later date, but there are a few that can be discussed now.&lt;br /&gt;
&lt;br /&gt;
COMMANDS&lt;br /&gt;
BUILD ENVIRO UNDERGROUND SET - Makes a room underground&lt;br /&gt;
BUILD ENVIRO UNDERGROUND CLEAR - Makes a room above ground&lt;br /&gt;
BUILD ENVIRO INTERIOR - Toggles a room as being inside or not&lt;br /&gt;
BUILD ENVIRO NOFORAGE SET - Makes a room non-forageable&lt;br /&gt;
BUILD ENVIRO NOFORAGE CLEAR - Makes a room forageable&lt;br /&gt;
BUILD ENVIRO WATER SET - Makes a room a water-based area&lt;br /&gt;
BUILD ENVIRO WATER CLEAR - Makes a room a ground-based area&lt;br /&gt;
BUILD ENVIRO LUSH (1-10) - Sets the lushness of the area for foraging.&lt;br /&gt;
BUILD ENVIRO CURRENT {1-60} - Sets the water speed for a water room.&lt;br /&gt;
BUILD ENVIRO DIRECTION {DIRECTION} - Sets the direction of moving water.&lt;br /&gt;
BUILD ENVIRO POPULATION {#} - Sets the population for the area to #&lt;br /&gt;
BUILD ENVIRO POPULATION LIST - See valid #s for population settings&lt;br /&gt;
BUILD ENVIRO DEVELOPMENT {#} - Sets the development for the area to #&lt;br /&gt;
BUILD ENVIRO DEVELOPMENT LIST - See valid #s for development settings&lt;br /&gt;
BUILD ENVIRO TERRAIN {#} - Sets the terrain for the area to #&lt;br /&gt;
BUILD ENVIRO TERRAIN LIST - See valid #s for terrain settings&lt;br /&gt;
BUILD ENVIRO GROUND {#} - Sets the ground condition for the area to #&lt;br /&gt;
BUILD ENVIRO GROUND LIST - See valid #s for ground settings&lt;br /&gt;
BUILD ENVIRO TEMP {#} - Sets the temperature settings for the area to #&lt;br /&gt;
BUILD ENVIRO TEMP LIST - See valid #s for temperature settings&lt;br /&gt;
BUILD ENVIRO BIOME {#} - Sets the biome settings for the area to #&lt;br /&gt;
BUILD ENVIRO BIOME LIST - See valid #s for biome settings&lt;br /&gt;
&lt;br /&gt;
BUILD ENVIRO COPY - Track enviro settings for your current room to copy to another.&lt;br /&gt;
BUILD ENVIRO SET - Places the enviro from COPY into your current room.&lt;br /&gt;
BUILD ENVIRO RESET - Completely wipes an area&#039;s enviro settings&lt;br /&gt;
&lt;br /&gt;
The obvious commands are BUILD ENVIRO INTERIOR, which switches whether a room is indoors or outdoors, BUILD ENVIRO NOFORAGE SET/CLEAR, which determines whether foraging can take place, and BUILD ENVIRO WATER SET/CLEAR which determines whether your room has water or not.&lt;br /&gt;
&lt;br /&gt;
==10.	 Quality Control==&lt;br /&gt;
&lt;br /&gt;
Building an area is only the beginning.  Once your area is constructed, it needs to undergo quality control before it can be submitted and accepted.  The first part of quality control begins with you.  When you are ready, request your quality control manual. &lt;br /&gt;
&lt;br /&gt;
COMMAND: BUILD QC&lt;br /&gt;
&lt;br /&gt;
With this tool, you can go from room to room and look for common errors.  It also provides a nice, straightforward summary of all elements of your room.&lt;br /&gt;
&lt;br /&gt;
&amp;gt; READ MANUAL&lt;br /&gt;
&lt;br /&gt;
+----------------------------------------+&lt;br /&gt;
|-------------A Quality Book-------------|&lt;br /&gt;
+----------------------------------------+&lt;br /&gt;
|                                        |&lt;br /&gt;
|Page:   Contents:                       |&lt;br /&gt;
|                                        |&lt;br /&gt;
| 1)     Table of contents &amp;amp; region info.|&lt;br /&gt;
| 2)     Area descriptions.              |&lt;br /&gt;
| 3)     Area environmental information. |&lt;br /&gt;
| 4)     Items of interest.              |&lt;br /&gt;
|                                        |&lt;br /&gt;
+----------------------------------------+&lt;br /&gt;
|                                        |&lt;br /&gt;
|Each TURN of a page will reveal more of |&lt;br /&gt;
|an area&#039;s nature to you.  Examine it    |&lt;br /&gt;
|with a critical eye becoming of one     |&lt;br /&gt;
|entrusted with such information.        |&lt;br /&gt;
|                                        |&lt;br /&gt;
|Careful READing of the information given|&lt;br /&gt;
|will ensure the finer details of an area|&lt;br /&gt;
|are noticeable, rather than any glaring |&lt;br /&gt;
|mistakes from the creation.             |&lt;br /&gt;
|                                        |&lt;br /&gt;
+----------------------------------------+&lt;br /&gt;
&lt;br /&gt;
This area is located in region 3, which also contains: Crossing, Stone Clan, Kaerna, Arthe Dale, Siergeld Meek (favor area), Rock Trolls, Caravansary, Hodierna&#039;s Solace, Trevellyn&#039;s, Oeblicher, Eluned&#039;s Shrine.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
------------------------------------------------&lt;br /&gt;
As you glance over the page for &amp;quot;Foyer, Abandoned Tenement&amp;quot;, it begins to fill with information on the area&#039;s nature...&lt;br /&gt;
&lt;br /&gt;
Day Text: &amp;quot;Faint light comes through the entrance and a hole in the ceiling to reveal the ruins of a once elegant foyer.  The remnants of once elegant carvings on rotting woodwork suggest lost wealth, but the debris of makeshift furniture suggest more recent tenants of a poorer sort.  The ruins of a staircase leading to the second floor rest on one wall, while a hallway leading deeper inside opens on the other.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefDay Text: &amp;quot;The tenement&#039;s foyer was once elegant, but is now in ruins.  The stairway to the second floor has collapsed, but an open hallway leads deeper inside.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
Night Text: &amp;quot;Moonlight slips through a hole in the ceiling to reveal the shattered remains of cheap furniture on what was once an ornate wooden floor.  Faintly visible in the shadows along one wall are the remains of a stairway leading up to a second floor, and the mouth of an open hallway yawns into darkness on the other.  The smell of mildew and something far worse seeps through the night air.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
BriefNight Text: &amp;quot;Moonlight reveals the remains of the tenement&#039;s entrance.  A collapsed stairway sits in the shadows along one wall.&amp;quot;&lt;br /&gt;
---There are no commonly seen errors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
Inside or Outside: Inside&lt;br /&gt;
Above Ground or Below: Above ground&lt;br /&gt;
Forageable: Yes.	 Lushness: 0&lt;br /&gt;
Land- or Water-based: Land 	Current: 0   Direction: Still&lt;br /&gt;
Population: 1   Development: 10&lt;br /&gt;
Terrain: Urban&lt;br /&gt;
Ground: Floor&lt;br /&gt;
Temp: 0) Interior (no climate factors)&lt;br /&gt;
Biome: Barren&lt;br /&gt;
&lt;br /&gt;
&amp;gt;TURN MANUAL&lt;br /&gt;
&amp;gt;READ MANUAL&lt;br /&gt;
&lt;br /&gt;
The text on the page shifts and wavers for a few moments before settling into a detailed accounting of items created from the mists...&lt;br /&gt;
&lt;br /&gt;
Items In This Area:&lt;br /&gt;
-------------------&lt;br /&gt;
 1) a,shadowy,hallway: (hidden)&lt;br /&gt;
     Destination: [A Dark Hallway, Abandoned Tenement]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;went through&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
 2) an,open,entrance: (hidden)&lt;br /&gt;
     Destination: [A Forgotten Alley, The Crossing]&lt;br /&gt;
     Phrase Seen When Exiting: &amp;quot;entered&amp;quot;&lt;br /&gt;
     Phrase Seen When Arriving: &amp;quot;came through&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Found 2 items created from the mists.&lt;/div&gt;</summary>
		<author><name>MALIGN</name></author>
	</entry>
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