The following text contains the rules for wizards on NannyMUD.
They should be used whenever you are in doubt. If, after reading 
them, you still don't know if something is allowed: ASK!
The inforcers of these laws are the wizards with level 23 and above.
NannyMUD is not a democracy. Wizards are free to debate and try to
convince the inforcers, but in the end they decide.
Proper punishment for breaking the rules will be decided by the
wizards of level 25 and above. Repeated or major rulebreakers will
probably be demoted and banished from NannyMUD, never to be seen again.
Rules may be changed, added or deleted at any time by any 23++ without
any notice.

1. Mortals
   This part contains rules on how to interact with mortal players.

1.1 Do not harm a mortal directly.
    This means, among other things, that you should never attack
    or kill a mortal. Never heal, trans or patch a monster that
    the mortal is fighting.
1.2 Do not help a mortal directly.
    This means, for example, that you must not help by killing or
    attacking monsters, healing mortals or giving away items, not
    even lost autoloading items. Your rooms or monsters can of course
    sell or give away items.
    Never teleport a mortal without very good reason.
    Never give away information on quests or how things are done.
    Never stat a monster and tell the mortal. Never stat the mortal
    and give him information on his condition. Never leave valuable
    items lying around, ie don't zap monsters and leave its weapon-
    containing corpse to rot in the street. Be careful when quitting
    the game, be sure that you do not drop items.
1.3 Do not make deadly traps.
    A mortal must never die because he didn't know what happens in the
    next room. If some room is dangerous, make a hint like the giant
    footprints outside the giant's lair or the smell of bear from a
    cave. Don't make another Kantele's snakepit.
1.4 Do not change mortals titles, stats or anything else.
    This means that you cannot give a mortal his level back if he
    has lost it in a crash. He will have to turn to the 23++.
    3.10.6 is an exception from this rule, in the sense of changing
    mortals titles.
1.5 Do not force a mortal if it isn't utterly necessary.
    A case of utterly necessarity would be if you managed to
    drop something that mortals shouldn't have and a mortal happened
    to get hold of it. In this case you may force him to drop the item.

2. Wizards
   This part contains rules for how a wizard should behave.
2.0 If you find any bugs in the game, it is your responsibility
    to report them to the highwizards. This concerns bugs that gives
    mortals an advantage they shouldn't have.
    Unlimited money bugs, unlimited healing bugs, etc.
2.1 You are always responsible for what your character does.
    If someone sees your password and uses your char, you will
    be held responsible.
2.2 Testcharacters must contain the wizards name with jr, ii or test
    or any combination thereof appended. It is not enough
    to include your name in the testchars title. If your testchar
    doesn't follow this simple rule all you do to it will be judged
    as if you were doing it to a mortal, and you would be considered
    a cheater and be demoted. Testchars may never appear on the
    high-score list. The testchar may never become wizard.
2.2.1 Continued play after becoming wizard
      If you, after becoming a wizard, wish to start playing as
      a mortal again, but under a different name, be sure to let
      the arches know, and they will register your second character.
      This character may under NO CIRCUMSTANCES help normal mortal
      players with questsolving or puzzles! It is, however, legal to 
      party with them and/or give them money and equipment.
      Your wizardcharacter may never help your second character.
      You may not have more than one character logged on at the
      same time.
      Just remember that it is STRICLY forbidden helping mortals with
      quests and puzzles and you are not either allowed to tell them 
      about stats on monsters or equipment.
2.3 Don't have an insulting title, msgout etc. Try to keep the fantasy
    setting. Don't have msgouts like "jumps onto a passing plane" or
    "drives off in his ferrari".
2.3.1 Try to keep all text in the MUD that is written to the players in
      english. Be courteous to the people who do not speak or read your
      language. English is a must in quests and other crucial texts, but
      only recommended for titles, msgout, etc.
2.4 Don't misuse your powers to echo, emote, echoall etc. Never
    generate messages that look like something they are not.
    Never try to fool a mortal that someone says something when it
    isn't true. The game can be enough confusing anyway.
    This includes not sending controlcharacters.
2.5 Never snoop a mortal if not necessary. Let him have his privacy.
    Snooping other wizards or archwizards is not allowed.
2.6 It is important that monsters are not created with the same name
    as mortals. To avoid this, banish your monsters in /room/adv_guild
    using the command banish <name>. If the command fails, there is
    already a mortal with that name.
2.7 Never put objects in the /room area. Your castle is an exception
    from this rule.
2.8 Your castle may not be in the village.
2.9  Always keep an eye on your .rep file and your logfile.
     All objects that are accessible in the world must be errorfree.
2.10 Be creative, don't make things that have already been implemented.
     This rule will always be used when 23++ approve things.
     Do not use the "This has been made before, so I will make my
     own similar thing, only a little cheaper and easier to get" way
     of thinking. 
2.11 Use your common sense and when it is not enough: ASK!
     23++ are there to help.
2.12 If the game crashes and you think one of your objects is
     responsible, don't load it again just to find out. Repeatedly
     crashing the game will be considered as sabotage. Talk to 23++.

3. Creating
   This part contains rules on what you may or may not create.
   If ever in doubt, talk to a 23++. If your idea will change the
   game and how it is played must be discussed and preferably approved.
   Approvals must always reside in /permissions or the item will be
   considered illegal and unapproved. Doubtful objects not mentioned
   in /permissions will be removed from the game until approved.
   Approvals may at a later time be reverted, depending on how the
   world evolves. This means that the argument "It was approved by X"
   will not make your object a holy one, it may still be removed from
   the game if circumstances are such that the object no longer
   fulfills the rules.

3.1 Never make mortals loose experience. The only exception from
    this rule is dying.
3.2 Do not create killer-monsters that can leave your castle.
    If you ever make a monster that can walk around outside your
    castle, make it a nice monster that doesn't attack players.
    If the monster is supposed to stroll around the world, permission
    must be granted from 23++.
3.3 Do not create too good things. Do not consider the wizlist
    a highscore list. Wizards at the top of the wizlist are the most
    probable targets of archwizard inquieries. This part contains
    rules for creating certain objects. Items worth more than 1000
    coins should be very rare. No item may be worth more than 5000
    and items worth close to that sum must be extremly rare. Items
    worth more than 5000 are too good and do not belong in this mud.
    23++ may at any time adjust your object, if they are found to be
    too good. Too good objects are considered bugs and must be corrected
    at once. The wizard who made the object will be notified by mail
    and there will be a comment in the code stating where, when and by
    whom the adjustment was made. You may not revert the adjustment, but
    you may discuss it with 23++ and seek approval for the original object.
3.3.1 Free things
      Free things are defined as items just lying around, without
      any guardians. Items hidden or in rooms far far away are
      not considered as free. You may have free things in your castle.
      The total value of them may not exceed 500 gold coins per reset.
      You may not give away good weapons or armours for free.
3.3.2 Weapons
      Never create weapons with class higher than 20 if there is no
      big drawback with them. Weapons with class 20 must be at least
      as hard to get as the swords of the three giants in the giant
      conference. Weapons with class 20 and above must be approved by
      23++. Never make lots of highclass weapons without a good reason,
      like a reward for a quest. The amount of highclass weapons in the
      world should be kept low. Highclass is defined as weapons with
      higher class than 17. Remember that if all wizards make one
      then there would be hundreds of them in the world.
      It is possible to change the hitmessage, this must always be
      approved by 23++. Approvals must reside in /permissions or the
      weapon will be considered illegal.
      Refer to /doc/build/weapon.list for some hints on weight and value
      on weapons. Refer to /doc/build/weapon on how to create a weapon.
3.3.3 Armours
      Bodyarmour, type "armour", should be max class 12 and all other
      types of armour max class 3. The class must be set with set_class,
      set_ac is obsolete and only kept for compatibility reasons.
      The difference between ac and class is class = 3*ac. If you 
      always use set_class there will be no problem and no troubles.
      Also remember to make armours weigh something. A class 12 armour
      should be a heavy one, weighing at least 9. A wizard may be granted
      to create an armour with class 15, but must ask permission first.
      Classes differing from these figures must be approved and the
      permission hereof must reside in /permissions or the armour
      will be considered illegal. As always, highclass armour should
      be hard to get and its number kept low. The only allowed types
      of armour that can have class not equal to 0 are armour, amulet,
      helmet, shield, ring, glove, cloak and boot. You are free to make
      own new types, but try to avoid it, since your type might create
      a silly appearence. For instance if you use the types "cap" and
      "hat" instead of "helmet" we might end up with players wearing
      a hat, a cap  and a helmet.
      Refer to /doc/build/armour.list for some hints on weight/value/
      class on different types of armour. Refer to /doc/build/armour
      on how to create an armour.
3.3.4 Monsters
      Don't make monsters too easy to kill. A monster with much
      treasure and experience points should be big, dangerous and
      very hard to kill. Never have more than hp*wc*ac/20 coins of
      TOTAL value in the monster. Never put more than 1000 coins in
      any monster, unless it is a VERY tough one. 3.3 about adjusting
      will apply here. Make monsters use spells, mortals have spells,
      so why shouldn't monsters. Make small monsters whimpy.
      Remember that even though a monster is hard to kill for one person
      today there are draining spells that do lots of damage. This and
      the fact that mortals have partys makes even the toughtest monster
      easy. Alignment should lie between -1000 and +1000. Don't make
      lots of highlevel monsters, make few, really tough ones.
      Monsters carrying money must have a logical reason for doing so.
      Rabbits and other animals may not have money. 
      Monsters differing much from stated figures must be approved
      and the approval must reside in /permissions or the monster
      will be considered illegal.
      Refer to /doc/build/monster.list for some hints on hp, wc, ac for
      monsters of different levels. Refer to /doc/build/monster for
      information on how to create a monster.
3.3.5 Rooms
      Don't make too simple rooms, make it possible for the mortals
      to examine things. Try to keep the fantasy setting or create
      a realm only accessable via gates that stop mortals from 
      bringing objects from your setting into the world. Objects
      found in the world that clearly doesn't belong there will always
      get the creator into trouble. So, don't create plastic things.
      Use the function query_inorout(), that states whether a room is
      indoor or outdoor. Use the function realm() that states what
      realm the room is in. See 3.4 on teleportation.
3.3.5.1 Pubs
	Do not build lots of extra pubs. If you do, be sure that there
        is a very long walk to the nearest one. Remember that the pub is
        a natural meeting point and an important source of information.
        Remember that drinks sold must be consumed in the pub, and it
        must therefore be impossible to leave with unfinished drinks.
        See further 3.3.6 on drinks. Make sure that your pub is in the
	realm "NT", for no teleportation. See 3.4 on teleportation.
	Avoid selling unlimited amounts of drinks.
3.3.5.2 Restaurants etc
	Do not build lots of restaurants. If you do, be sure that
	there is a very long walk to the nearest one. Remember that
	bought food must be consumed in the restaurant, and it must
	therefore be impossible to leave with unfinished dishes.
	See 3.3.7 on food. Make sure that your restaurant is in the realm
	"NT", for no teleportation. See 3.4 on teleportation.
	Never sell unlimited amounts of food.
3.3.5.3 Shops buying things
	Do not build extra shops. If you want to have a shop, then
	ask permission of 23++. The shop, as the pub, is a natural
	meeting point. Never give more than 1000 gold coins for any
	item. The value of items is given by query_value().
	Approval must reside in /permissions or the shop will be
        considered illegal.
3.3.5.4 Shops selling things
	Never have unlimited amounts of anything. Never sell things
        cheaper than they are sold somewhere else. Always have your
        shop approved. Make sure that mortals never can decide exactly
	how good the thing is that they are buying. Never sell swords
	by class, sell them good, average, poor etc.
3.3.6 Drinks
      Drinks that are sold may never be portable. This rule applies
      to both alcoholic and nonalcoholic drinks. All drinks that are
      sold or given out are recommended to use /obj/soft_drink and
      /obj/alco_drink. Always call drink_alco(strength) and
      drink_soft(strength) in the playerobject when the mortal drinks
      it. Strength is equal to the amount of healing it gives the
      mortal when he drinks it. The strength should never exceed 50.
      See 3.5 on healing. Drinks must always make the mortal less
      thirsty and if the drink is alcoholic, more drunk. The drinks
      must weigh at least 1.
3.3.7 Food
      Food that is sold may never be portable. All food that is sold
      or given out is recommended to use /obj/food. Always call
      eat_food(strength) in the playerobject when the mortal eats it.
      Strength is equal to the amount of healing it gives the mortal
      when eating it. The strength should never exceed 50. Food must
      always make mortals more stuffed. The food must weigh at least 1.
      See 3.5 on healing.
3.4 Teleportation
    Teleportation in general must be restricted. Items that lets
    mortals teleport must either teleport to a fix location or
    use the realm-mechanism. The realm of a room is defined by
    the function realm() in that room. The function must return a string 
    or 0 stating the abscence of a realm. Teleportation is never allowed
    between different realms. Teleportation to a fix location is allowed 
    from all realms but "NT". "NT" is the realm where teleportation never
    is allowed. You may not teleport a player to or from the realm "NT".
    If you wish to teleport-protect your room, simple make the realm
    "NT". Always make teleportation cost lots of spellpoints.
3.5 Healing
    Never make healing too easily available. It is an important part
    of the game that mortals have to wait for their hitpoints to
    regenerate. Even if mortals have to type long commands to get
    a little healing, they can create macros and heal almost instantly.
    Make the mortal drunk, not thirsty, satiated, the healing very
    limited, very costly or very hard to get to. Healing that can be
    bought may never be portable. Healpotions that cost very much,
    10 000 coins or more, excepted. Healing that make players drunk etc
    must cost 4 gold coins per hitpoint or more. Free healing may
    be given as at most 20 hp/room and reset. Hard to get to is
    difficult to define, but slaying about 10 highlevel aggressive
    monsters in the same room might be considered difficult.
    When selling healing, you may not sell more than 3000 hp per
    reset. A maximum of 200 hp may be sold to one mortal per reset.
    The cost of this healing should be 4*x + x*x/10, where x is the
    amount of healing being sold.
3.6 Prices
    Don't make lots of highvalue items. Keep the value down to keep
    the inflation in this game at a minimum. Remember that other
    wizards are creating as well, the world is constantly growing
    and so is the number of items. No item should be worth more than
    5000. An item worth 5000 should be very rare. Shops may never
    give more than 1000 coins for any item. See 3.2.4.3 on shops.
3.7 Spells
    All spells that you create must be approved by 23++. The permission
    must reside in /permissions or the spell is considered illegal.
    Spells must always check if the room is in the realm "no_magic"
    and if the property "no_magic" exists. Spells must always
    cost spellpoints and it should only be possible to cast one
    spell per heart beat. More info in /doc/build/spells.
3.8 Quests
    Every wizard may set up quests. Quests must always be approved by
    23++. The quest must be documented on background and how to
    solve it. Before approval, the quest must have been testplayed
    by a fellow wizard. Each quest must contain a hint to be given
    to mortals trying to solve it. Each quest must have questpoints.
    Tougher quests get more questpoints. See /doc/build/QUESTS for
    more info on how to make a quest. All quests must contain some
    random events. New quests should be qualitychecked by some 23++.

3.8.1 Reward for solving quests
      Reward should depend on the questpoints given. There is no rule
      saying that one must have a reward. See 3.6, 3.3.2, 3.3.3
3.9 Puzzles
    Puzzles are easier quests that need not be solved to become a 
    wizard. They don't have to be approved by 23++. Use this
    mechanism to give mortals an experiencereward only the first
    time they solve the puzzle. See /doc/build/QUESTS for more info
    on how to make a puzzle.
3.10 Guilds
     Wizards wanting to make a guild must have a guildroom where
     mortals can advance, join, etc. The levels of your guild must be
     the same as in /room/adv_guild. Always call 
     "room/adv_guild"->query_cost_for_level(curr_level,exp).
     This ensures that mortals with equal experience will have the
     same level. Guildmakers must also have a guildobject, see 3.10.1.
     All features of the guild must be documented in /open/GUILDS/
     under the name GUILD_<the name of your guild>. Features in your
     guild not documented are considered illegal. Mortals in your
     guild must get equally many questpoints as they would have had
     to do if not members of any guild. 
     Refer to /doc/build/GUILDS for further info.
     All guilds and changes in guilds must be approved by the
     guildcoordinator.
3.10.1 Guildobject
       A guildobject is carried by a mortal to show that he is a 
       member of your guild. The object need not be visible, but
       must have id equal to "guild_mark". The guildmark must
       be autoloading, weightless and not dropable.
3.10.2 Joining a guild
       When joining a guild it is the new guild's responsibility
       to check if the mortal already is a member of a guild.
       If he is, he may not join your guild. When joining, the mortal
       must be given the guildmark of your guild. From this it should
       be clear that mortals can only be members of one guild at the
       time. Level 23++ must be able to clone the guildobject to join.
3.10.3 Leaving a guild
       It must always be possible to leave a guild. You may have
       a punishment for this, but it must be known to the player
       before they join. The punishment may not inflict with
       3.0. You may not kill or take gold coins from a mortal
       when leaving your guild.
3.10.4 Balance of a guild
       Being a member of a guild gives mortals advantages. However there
       must be enough disadvantages to balance the guild. A guild is
       balanced when the advantages and disadvantages taken together makes
       the guild no more powerful than mageguild.
3.10.5 Advantages of being in a guild
       There may be a free tell to other members of the guild and also
       an infochannel for all guildmembers, much like the wizline.
       You may have special rooms where only your guildmembers can go.
3.10.6 Titles
       The guild may give the members special titles for each level.
       The title must begin with the name of the player.
3.11 Clubs
     Clubs are a kind of guilds, but they don't give many features and
     advantages. They may not have free tells/channel, but may give
     a member tell at the cost of 3 sp and a channel at the cost of
     15 sp. They may not have any attackspells or healingspells.
     Clubs should have a background and a purpose. Mortals may be
     member of many clubs. There is no spellpoint reduction for
     being a member of a club.
     Also read /doc/build/CLUBS.
3.11.1 Clubobject
       A clubobject is carried by a mortal to show that he is a
       member of your club. The object need not be visible, but
       must have an id equal to "club_mark".  The object must be
       autoloading, weightless and not dropable.
3.11.2 Joining a club
       When joining a club you must give the mortal a clubobject.
       This for making it easy to keep track of which clubs the mortal
       is a member in.
3.11.3 Leaving a club
       It must always be possible to leave a club. You may not
       punish the mortal for leaving your club.
3.11.4 Advantages of being in a club
       You may have special rooms where only clubmembers can go.
3.12 Souls
     Objects giving feelings to mortals are not allowed. /obj/soul
     is there for this purpose. If you invent a new feeling, mail
     23++ about it and it will be added to the standard soul. It is
     now possible to patch in new adverbs and feelings directly into
     /obj/soul and thus you need not have a separate soul in your guild.
     See /doc/build/feelings for further info.
     See also 3.15 on autoloading objects.
3.13 Hp/Sp info
     Items giving players information on their current hp/sp status
     periodically are not allowed. There is a command hpinfo for
     giving this service.
3.14 Emote
     It is not allowed to give mortals objects that give them the
     power to emote. It is allowed to have this command at fixed 
     locations.
3.15 Autoloading objects
     Autoloading objects that are accessible for mortals must be
     approved, and the approval must reside in /permissions or the
     object is considered illegal.

4.7.11 Mis- and overused shouts, echoalls etc.
    Certain listed wizards may not shout, nor echoall, nor use any
    other means to communicate with all players simultaneously since
    they have misused those abilities.
    The wizards not allowed to use these commands are:
