I've been writing this Guide to SWR Building since April, 2000, off and on.  If you add or change anything, which I would like to see, please follow the directions at the bottom of the screen in the credits section.  Thanks.

Table of Contents:
I.  What is Star Wars Reality Building?
	A. SWR and Durga
	B. The Difference between "done" and "prototype"
	C. Committment-Why we build instead of play!
II. Tools of Building
	A. Help files, help files, help files!
	B. Redit.  Redit is your friend
		1. Redit Commands
		2. Redits confusing flags
		3. Redit exflags
	C. Savearea
		1. What is Savearea?
		2. Why does Savearea not always work?
	D. Mcreate, Mset and PURGE!
		1. Mcreate
		2. Mset
		3. Purge!
	E. Ocreate, Oset and those nasty little memory eaters.
		1. Ocreate-Is this like mcreate?
		2. Oset-Is this like mset?
		3. Why you never ever ever ever use another zones items (or mobs)
III. What to do now
	A. Mobile/Object/Room Programs
		1. Programs at their worst!
IV. Building Tips
	A. Descriptions
	B. Mobiles
	C. Objects
	D. Building Ethics ***Very Important***

V. Credits
	A. Thanks
	B. Who has created/added to this building guide?



I.  What is Star Wars Reality Building?

	A.  SWR and Durga
Durga was the "main" creator of Star Wars Reality, a derivative of Smaug and Diku. SWR basically opened up the Star Wars mudding experience for mere mortals like we all used to be.  Before there were only a few muds that didn't follow Star Wars timelines very well or had lame immortals.

SWR Building is always online.  It uses a set of commands that are contained within the MUD to create new areas and rooms, that are interconnected (usually through a space port, where ships can land and takeoff into space from) to other areas.  Since the new area is created and saved online, there is no need to "upload" or "install" areas, other than a simple Implementor command.

	B.  The Difference between "Done" and "prototype"
Now, when an implementor first assigns you a set of vnums (VIRTUAL NUMBERS, which are the numbers that hold your new areas information, like rooms, mobiles, objects, ya know that stuff), the area is created with your name with .are at the end of it.  So if I assigned myself some vnums, my new area would be called "Isaac.are" and the area would loadup everytime I logged in after a reboot or crash.

Since it's a new area, yet to be finished, it is a "prototype" area, meaning everything in it is new and isn't necessarily going into the finished product.  Done is when you have everything essential for the players to live there (or if its a hostile environment they would only want to
visit for a short while, everything you need to fulfill the purpose of the area as a player is what you need to be done).  No area should be installed until it is marked "Done" by the Head Builder or Game Administrator.

	C.  Committment-Why we build instead of play!
Ok, most old builders will tell you that building is no fun.  That is, in part, true.  Building takes a lot of effort and drains out a lot of your Real Life time.  You'll usually have something fail on you and it will drive you nuts.  But that's ok.  Most things in life screw up once in a while and it takes a strong person to get back in there and start rolling.

What old builders don't tell you is the satisfaction you get when you hear some player yell how great the new Alderaan is or how much better this Coruscant is than from the one they were so used to.  And the little hidden secrets you put in your area and the programs you install make everything worthwile.  Exploring is for the kiddies.  Creating is what the true of heart do.  So get out there and start building!

II.  Tools of Building

	A. Help files, help files, help files!
Yes, most of the commands you will need do have help files.  First off, try typing wizhelp.  That shows all the immortal commands you have access to.  Not all are building commands, but just start off with help and start from the top.  Help files are good.  Really good.

	B. Redit
The most used command in SWR building is redit.  Redit stands for Room Edit and it does just that.  It edits the room you are in.  You can change its title (name kinda), the room description, where the exits lead and a bajillion other things (well not that many, but a dozen at least!).

		1. Redit commands
	Ok now there are a few commands you're gonna need to know.  Redit shows them just by typing redit.  If you type 	Redit, you'll see:

Build: : redit
Syntax: redit  value

Field being one of:
  name desc ed rmed
  exit bexit exdesc exflags exname exkey
  flags sector teledelay televnum tunnel
  rlist exdistance

	Pretty complex stuff huh?  Let's go over some of these terms.

		name-This will change the "title" of the room.  Easy as pie, its usually the actual room name, so no sweat.
		desc-This will change the rooms description.  Usually descriptions are fairly thorough and include a lot of 		detail.  References to the word "you" are frowned upon by most builders however.
		ed-This is just an extra description, using keywords.  I don't use it, much.
		rmed-This just removes the ed (extra description).  Again, not too useful unless you like that sort of thing.
		exit-This is usually used to remove an exit by typing redit exit north, which will remove the exit to the 		north.
		bexit-This is what we usually use to create exits on both sides of rooms. Typing redit bexit n 2005 creates 		an exit from the room you're in leading	north into room 2005.
		exdesc-This writes a description for an exit.  Good builders use this in important areas.
		exflags-This command will make certain flags available on exits, like doors, closed, locked, broken, 		un-bashable, etc.
		exname-Keywords for exits and stuff.
		exkey-This is an exits key vnum.  You set an areas object vnum as the key for that exit and it'll work! (dont 		forget to do the other side..)
		flags-This will allow you to view the flags that are available for redit. We'll go into that more later.
		sector-Makes the room a certain way, like dark, underwater, on top of water, etc. teledelay-This is the 		amount of seconds that a teleportable room will wait before	teleporting a character in the room.
		televnum-This is the room vnum a teleporting room will send a character to after its delay is set.
		tunnel-this is the amount of people that can fit in this room.  useful for caves and ships.
		rlist-Gives a list of rooms in your area
		exdistance-Set the distance between this room, and the destination room


	Boy that was rough!  Ok, now that you've read (and hopefully played around with) all of these commands, try taking a 	break.  I like to have a bag of chips lying around, preferably BBQ, when I'm building.  Go get some food, 	take 	a nap, whatever.

		2. Redits confusing flags
	Alright, now that you know the basics of redit, lets venture into redit flags!
	Redit flags is fun, it gives you a bunch of useless options that you only use when you're feeling creative.  Here is 	an example of what you see when you 	type redit flags.

Build: Isaac: redit flags
Toggle the room flags.
Usage: redit flags  [flag]...

Possible Flags: 
dark, nomob, indoors, nomagic, bank,
private, safe, petshop, norecall, donation, nodropall, silence,
logspeach, nodrop, clanstoreroom, plr_home, empty_home, teleport
nofloor, prototype, refinery, factory, republic_recruit, empire_recruit
spacecraft, auction, drive, can_land, can_fly, hotel

		dark-Makes the room dark.  Players need lights or really great vision!
		nomob-Mobs can't get in this room.
		indoors-Inside.  No weather here!
		nomagic-Sorry Forcers, your kind isn't wanted here! No magic for you!
		bank-Players can withdraw/deposit money here (Obsolete if you have universal transfer allowed)
		private-Private, no one else but the owner can enter.
		safe-Safe room,  no fighting.
		petshop-I guess pets are bought here?
		norecall-Can't recall out (leftover from smaug i guess, never used it)
		donation-Can donate..what?
		nodropall-You can't type "drop all" and get away with it.
		nodrop-You can't drop a single item.
		clanstoreroom-A clan can leave items here and they'll save through reboots and crashes, theoretically.
		plr_home-Player owns this home (usually not used, use empty_home instead)
		empty_home-A room that can be bought by a player.
		teleport-Room will teleport a player after a certain amount of time.
		nofloor-No floor here.
		prototype-Prototype room.
		refinery-Spice can be made here.
		factory-Engineers can make stuff here.
		republic_recruit-You can enlist in the republic in this room.
		empire_recruit-Same as above for Empire.
		spacecraft-This means that the room is in a spacecraft.
		auction-People can auction in this room (if auction code is working)
		drive-New flag!  Speeders can drive in this room, regardless of what other flags say.
		can_land-Ships can land here.  Usually for landing pads.
		can_fly-Ships can fly  here.  Usually for landing pads.
		hotel-Players can quit out of the game here.

	A very impressive list.  If you ever feel like venturing into the actual SWR code, try looking at do_redit.  The code 	that is required for this simple little command is ENORMOUS.  Makes you appreciate the coders just a little bit more.

		3. Redit exflags
	Exflags means what it looks like: Extra Flags.  These flags are stuff that you don't use often because they are more 	specific.  Let's look at some of the 	options for Exflags.

Build: Isaac: redit exflags
Toggle or display exit flags.
Usage: redit exflags   [flag]...

Exit flags:
isdoor, closed, locked, can_look, searchable, can_leave, can_climb,
nopassdoor, secret, pickproof, fly, climb, dig, window, auto, can_enter
hidden, no_mob, bashproof, bashed

		isdoor-Using this flag means that the exit in the specified direction is a door.
		closed-This flag says that the exit is closed, if it's a door.
		locked-Using locked means that the exit is locked.  Make sure to use isdoor and closed.
		can_look-This flags simply means you can "look" in the direction.
		searchable-A flag I haven't used often, means that you can search in that direction.
		can_leave-Means the exit is leaveable
		can_climb-Person can use the climb skill to climb up this direction.
		nopassdoor-What it says, a door that you cannot pass.
		secret-Secret from mortal eyes.
		pickproof-A thief with pick lock cannot pick this lock.
		fly-Direction can't be passed without the ability to fly.
		climb-Must climb.
		window-When a player "looks" the direction will be a window they can look through.
		auto-Never used this before.  Anyone know?
		can_enter-Direction can be entered.
		hidden-Hidden from mortal eyes.
		no_mob-Mob cannot go this direction
		bashproof-Bash skill will not work against this.
		bashed-Appears to a mortal as if the door has already been bashed.

	As you can see, these flags you won't use a whole lot but should be used a little in your areas. Windows are useful 	in buildings, if not only for just the 	reality issue.  Buildings have windows. Also, dig and climb are good because 	you can't practice those skills often in most muds.

	C. Savearea
Ok Savearea is the command you will want to use a LOT.  It saves your area file, making it possible to actually make progress instead of having to go back and redo everything.  This allows you to get everything done that you want done in days, weeks, months, years, instead of all at once.  Useful eh?

Yes, it's true.  Sometimes Savearea doesn't always work.  Usually that's if the mud crashes.  But there are times that it just apparently doesn't save something.  It's probably your fault, but sometimes even I notice it and can't figure out why.  Nothing is 100% bug-free.

	D. Mcreate, Mset and Purge!
The following commands are tools you will use when creating Non-Player Characters, commonly referred to as mobs.  NPCs are characters in the mud that you assign certain features and characteristics and then basically just let them go. They are basically used for by mortals for the following reasons:  To kill, either to get money or lower a clans popular support, and to get things from, like items, in shops.

		1.  Mcreate
	The mcreate command will show the following.

Build: Isaac: mcreate
Usage: mcreate  [cvnum] 

	Now, I've only use vnum.  Cvnum is something I've never encountered and I've never heard of anyone using it. That 	doesn't mean you should ignore it.  Be more ambitious then I.  You're only a builder, I'm an Implementer. So, the 	 part is 	the vnum you want to use.  It can be anything allotted in your area file.  If you had Isaac.are 	and were assigned 5000-5100, you could use any of the numbers 	between 5000 and 5100.  The  is the name 	you want to give this mob.

		2.  Mset
	Using the mset command will show the following.

Build: Isaac: mset
Syntax: mset    

Field being one of:
  str int wis dex con cha lck sex
  credits hp force move align race
  hitroll damroll armor affected level
  thirst drunk full blood flags
  pos defpos part (see BODYPARTS)
  sav1 sav2 sav4 sav4 sav5 (see SAVINGTHROWS)
  resistant immune susceptible (see RIS)
  attack defense numattacks
  speaking speaks (see LANGUAGES)
  name short long description title spec spec2
  clan vip wanted pillar rank

For editing index/prototype mobiles:
  hitnumdie hitsizedie hitplus (hit points)
  damnumdie damsizedie damplus (damage roll)
To toggle area flag: aloaded

	There is a LOT to mset.  It's probably the most valuable command when it comes to characters, mobs or morts. I'll try 	to be descriptive enough so that 	you can understand it all.  I don't know everything in here, so I hope 	someone adds in what I do not know or I find out before I publish the guide.  Also 	notice that your mset might 	have a few commands missing, like pillar and rank.  Those are Dark Horizon custom fields and you probably won't have 	them.

		str-The strength the character has.  From 1-25 depending on the mud.
		int-The intelligence the character has.  From 1-25 depending on the mud.
		wis-The wisdom the character has.  From 1-25 depending on the mud.
		dex-The dexterity the character has.  From 1-25 depending on the mud.
		con-The constitution the character has.  From 1-25 depending on the mud.
		cha-The charisma the character has.  From 1-25 depending on the mud.
		lck-The luck the character has.  From 1-25 depending on the mud.
		sex-Characters sex: Male, female, or neutral.
		credits-Amount of credits a player has on hand.
		hp-Hitpoints the character has.
		force-Force mana the character has. (Usually only for forcers)
		move-The movement points the character has. (Mobs usually don't need this).
		align-A character's alignment, from -1000 to 1000.
		race-Characters race.  Varies on the mud, check with your Implementor to find out the races.
		hitroll-Hitroll is the how often the character hits in an attack and succeeds.
		damroll-Damroll is how hard the character hits when it succeeds in an attack.
		armor-Armor ranges from 100 to -350.  The lower your armor, the better off you are.
		affected-This is what affects the character.  Talk to your Implementor to find out this.
		level-The toplevel of the character.  I usually use this as it auto-sets many other settings.
		thirst-How thirsty the character is at the moment.
		drunk-How drunk the character is at the moment.
		full-I think this is how hungry a character is at the moment, could be wrong.
		pos-The characters position at the moment.
		defpos-The characters default position.
		part-Sets something about a characters parts, like head, foot, etc.  Not sure what it all does.
		sav1 through sav5-See help savingthrows for explainations for these.
		resistant-What a character is resistant to.
		immune-What a character is immune to.
		susceptible-What a character is susceptible to.
		attack-What the character will use for attack.
		defense-What the character will use for defense.
		numattacks-Number of attacks a character will have.
		speaking-What a character is speaking.
		speaks-What a character speaks.
		name-Characters name.
		short-Character's short description (when you look at it).
		long-Character's long description (what you see when you type look).
		description-Mortals description when you look at him/her.
		title-Mortals title in "who".
		spec1 and spec2-See help spec_funcs.
		clan-Mortals clan.
		vip-What planet a character is a citizen on.
		wanted-What planet a character is wanted on.
		pillar-What pillar a character belongs to (Dark Horizon only).
		rank-Sets a players rank in "who" (Currently being recoded due to my crappy coding in the 1st place).

		There are the numdie and stuff left, but I'm not going to go into detail about those.  You can usually get by 		without even messing with those if you just set the characters level.  It'll set the other stuff all 			by itself.  Neat huh?

		3. Purge
	Purge is a command that basically gets rid of an item or mob.  Never use slay on a mob, that's buggy and not meant 	for mobs.  It's meant for players.  	Use purge.  It's there for a reason.

E. Ocreate, Oset and those nasty little memory eaters.

		1. Ocreate
	Ocreate is like mcreate but creates items instead of mobs.

Build: Isaac: ocreate
Usage: ocreate  [copy vnum] 

	Just like mcreate.  Vnum is the vnum, item name is the items name.

		2. Oset
	Oset is like mset in that it defines a items properties and such in the game.  It's a little nicer to look at though.  Here we go!

Build: Isaac: oset
Syntax: oset    

Field being one of:
  flags wear level weight cost rent timer
  name short long desc ed rmed actiondesc
  type value0 value1 value2 value3 value4 value5
  affect rmaffect layers
For weapons:             For armor:
  weapontype condition     ac condition
  numdamdie sizedamdie                  
  charges   maxcharges                  
For potions, pills:
  slevel spell1 spell2 spell3
For devices:
  slevel spell maxcharges charges
For salves:
  slevel spell1 spell2 maxdoses delay (keep low - delay is anoying)
For containers:          For levers and switches:
  cflags key capacity      tflags
For rawspice:            For ammo and batteries:
  spicetype  grade         charges (at least 1000 for ammo)
For crystals:
  gemtype

		flags-different flags that you can set on an object
		wear-the places this item can be worn (ALWAYS have "take" on an object that can be taken)
		level-level of the object
		weight-how heavy the object is
		cost-how much the item costs
		rent-how much the item rents for
		timer-Never used this command before
		name-the name of the item
		short-the short description of the item
		long-the long description of the item
		desc-the items description
		ed-the extra description of the item
		rmed-removes the extra description
		actiondesc-the action description that is occurs when the item is used
		type-the type of item the item is (like weapon, food, drinkcon)
		value0 to value5-see help itemvalues for these
		affect-what affects the item
		rmaffect-removes the items affected by
		layers-the layer of the object (most people don't use this but SHOULD)
		
		Lots here.  I won't go into some of the other options because they aren't use often or your Implementor 		should teach you about them as they vary a lot depending on the mud.  Now, let's go into 				oset's flags.

Build: Isaac: oset 1018 flags
Usage: oset  flags  [flag]...
glow, dark, magic, bless, antievil, noremove, antisith, antisoldier,
donation, covering, hum, invis, nodrop, antigood, antipilot, anticitizen
antineutral, inventory, antithief, antijedi, clanobject, antihunter
small_size, human_size, large_size, hutt_size, contraband

		glow-the item "glows"
		dark-item is dark
		magic-item is magic
		bless-item is blessed
		antievil-item can't be used by evil people
		noremove-item can't be removed
		antisith-sith forcers can't use this
		antisoldier-combat mains can't use this
		donation-donation item
		covering-item is a covering
		hum-item hums
		invis-item is invisible to mortal eyes
		nodrop-can't be dropped
		antigood-good aligned people can't use.
		antipilot-pilots can't use this
		anticitizen-citizens cant use this
		antineutral-neutral people can't use thsi
		inventory-item is an inventory item
		antithief-thieves can't use this
		antijedi-jedi can't use this
		clanobject-A clans object
		antihunter-hunters cannot use
		small_size-Only small_sized mortals can use this
		human_size-Only human_sized mortals can use this
		large_size-Only large_sized mortals can use this
		hutt_size-Only hutt_sized mortals can use this
		contraband-Illegal for custom officers

		3.  Those nasty little memory eaters.
	Now, most builders (and even some administrators) don't know this, but using an object from another area is a BIG 	NO-NO.  It eats up memory.  The 	only solution to this is to just create every object that you want for your 	rea in your area.  Just copy everything the other object has (like rations, 	canteens) and create it for your own 	area.  It saves memory and results in less crashiness.


III. What to do now?

	A. Mobile/Object/Room Programs
Ok well you've just got your area just about finished but you are missing one thing.  Player interaction with the mobs.  That's where programs come in.  They can help you with a lot of things, from quests to simple package jobs.  But I'm not going to kid you, programs can get pretty confusing.

		1. Programs at their worst!
	I'm going to try to run you through programs pretty easily.  First, the help commands.  Help mpcommands is my bible 	when it comes to programs.  It's 	really useful and will tell you all you need to know for basics.  Sometimes 	some of the commands even have individual help files.

	Anyways, the thing to remember is that it runs by whatever you put in there.  I'll give you an example:  I have a 	room that I want to be a secret entrance
	to the Imperial City.  I simply go to the room and type rpedit add speech  and then my keyword.  For this example, 	keyword will be Luke Skywalker.  	So we type: rpedit add speech Luke Skywalker.  Then, a writing buffer will 	pop up.  Now, I don't want anyone getting in.  I just want Imperials to get to 	get in.  So, in the writing buffer I 	write the following:

if clan($n) == The Empire
mpechoat $n You slip through the secret entrance into the Imperial City
mpechoaround $n $n disappears from the room through a secret entrance
mptransfer $n 9999
mpechoat 9999 $n arrives through the secret entrance
else
mpechoat $n The door remains shut.
Endif

	Ok let's go over what's in there.  Ok the "if clan($n) == The Empire" part just says this:  If the person who says 	the password is a member of the 	Empire, then do all the mpechoats and stuff.  The "else" means that if they 	aren't in the Empire clan, then they get that last mpechoat.  Now, all those 	mpecho's are pretty easy to figure 	out.  Mpechoat $n means "At the person who said the password, program echo to them this: You slip through the 		secret entrance into the Imperial City."  Mpechoaround $n means this:  "Mob program the following around everyone 	except the person who said the 	password: "$n disappears from the room through a secret entrance."  The $n, btw is 	mud language for the person who is the person who caused the 	action.  Mptransfer $n 9999 means transfer the person 	to the room vnum 9999.  Mpechoat 9999 means send the following message to room 9999: "$n 	arrives through the 	secret entrance."

	It seems like a lot but pretty soon you'll get used to it.  It's not entirely easy but it gets easier.  This is 	probably the most useful of all the room programs.  	If you hadn't guessed already, this could be a good copy for 	a turbolift room program.  Other programs, like entry programs and random programs are 	pretty simple because most of 	the time they just require you making the mob say things, which is easy.  Just type say and then the message, like 	"say Hi, 	I'm a test mobile program and I rock!"


IV.Building Tips

	A. Descriptions
Descriptions are very very important.  They are also a pain in the ass.  But you have to have them.  An area that has even one room without a description isn't finished in my humble opinion.

Like I mentioned before, descriptions are usually better if you don't have the word "you" in them.  They should describe the room thoroughly, but not so much that it's too much information for the player.  If you have an ed in a certain description, you should somehow hint towards it in your description.

	B. Mobiles
Mobs are pretty important for several reasons.  All of which I mentioned before, but I'll say it again.  Citizens on a planet and money/equipment.  Shops are always a plus too :).  But really, mobs should be descriptive as well.  Give them descriptions, give them good long and short descriptions.  Don't shortchange them just because they're a dime a dozen.  I've heard many mortals complain about the lack of descriptions in mobs and I'm already instructing my builders to give more attention to mobs.

	C. Objects
Objects are just like mobs.  They need more attention.  But on another note, they also need to be made correctly.  Too many times I've seen an object without the take flag, which is what almost all objects need.  Make sure they're made correctly, if they can be sold, make sure you give them a cost.  A badly made object is just a pain in the ass.

	D. Building ethics
Instead of lecture you, I thought I'd simply give you my expectations, which I think are fair and very good for muds to adopt.  It comes straight from the Dark Horizon builder_rules help file, which all builders are required to read and is readily accessible by the website.

BUILDER_RULES
Here are the basic rules regarding building on Dark Horizon. Please
follow them, as they allow for optimum player equality and fun!
 
1) No player-enhancing progs or any other feature that would allow
   players to have more levels, exp, skills, force, etc.  We find
   anything like this in one of your areas, immediate, harsh
   punishment will follow.
 
2) Follow the description for your area on the builder board. Don't
   put things in there that aren't in the description unless it is
   authorized by the head builder or an implementer.
 
3) Be realistic.  Transporters are from Star Trek, not Star Wars.
   Only use things that would exist in a Star Wars universe.
 
4) If you want an item from another area, make it yourself, but
   you can copy it identically.  This is a memory-saving device.
   Please follow it.  (Ex.  Rations...canteens...blasters...).
 
5) If you want a mortal to be able to pick up and use an item,
   make sure it has a "take" flag.  Most items will have this
   flag.  Exception would be water fountains, large food machines
   etc.
 
6) Research your area.  Ask around, try to get as much information
   regarding your area as possible.  The more you know, the better
   the area will turn out to be.
 
7) Please, please, please do not use colors in your mobs or your
   room descriptions.  It just hurts players eyes.
 
8) READ HELP BUILD AND ALL ITS SUB-FILES! IT IS VERY USEFUL!!


V.  Credits

	A. Thanks
First off, I'd like to say thank you to all the original coders and builders of SWR.  The ones I remember are not all as far as I know, but a special thanks to Durga, Merth and Ackbar.  They were the ones I often encountered most and basically showed me what being a good Imm was.

Second, I'd like to say thanks to Thess for showing me that you can always improve your mud, even if you fail at it miserably (not to say the SotE project failed or anything).  Without that, I'd probably just put in what everyone else has and be thankful my mud was "up to par" with everyone elses.

Third, I'll be saying thanks to Phinius and Sarkasm.  Phinius, for having faith in me (or plain stupidity) and giving me the chance to build and later administrate the mud I run today, Dark Horizon.  Sarkasm for giving me shell access and letting me learn how to get around in Linux and how to edit code.

Another person I'd like to thank is Darrik, of Rise in Power, for showing me that sharing is a good thing and for teaching me about Linked lists and various other coding terms.

Last, I'd like to thank my head coder, Kre, for making me learn how to code in C by giving me a progress and saying "Go at it."  And for answering my endless questions, putting up with my insane ideas and even implementing a few.

	B. Who has created/added to this building guide?
Well, let's do a little history first.  I was originally known as Eli Stevens, a pilot in the New Republic on SWR.  I was often seen with Debin Karre, and a Jedi Knight named Kastion.  After a very influential campaign, I managed to win the title of Chief of State.  I had a nice big war with the Empire, managed to turn some heads, buy a planet from Olan of the Corporate Sector Authority and die in a brutal battle on Coruscant.

After my untimely demise, I left SWR for a little while.  When I came back, it had disappeared and the SWRv1.0 clones started to take its place.  I played Ackbar's Phantom Menace for a while, but eventually switched over to Shadows of the Empire, where I was a young, ambitious Jedi Knight in the Rebel Alliance for many months. I later died on Coruscant defending against some rather strong Imperial guards.

I floated around SotE for a while, until it finally died for the first of many times.  Looking for a new mud, I stumbled upon Dark Horizon, ran by Phinius and Sarkasm.  I got a position as an imm there, along with my uncle Hethrir and we basically built crazy, rather worthless areas for a while.  But it gave us the chance to learn how to build.  After a while, Phinius and Sarkasm faded out and were basically figureheads while Maul and I ran the mud.

After I came back from my summer job where I was without contact with the mud, I found that it had fallen apart. Maul, renamed as Kre, and I got together and planned out a new Dark Horizon.  Not a clone, mind you, but a new start for the Dark Horizon project.  For 9 months we ran a mud that was often on and off different servers, out of resources and players and constantly being changed.

Now, after being gone again for a few months, I'm back as Implementor with Kre.  I am, if you hadn't guessed already, Isaac Kannon, one-time leader of the New Republic, many-time rebel against the Empire, one-time Emperor on SotE, full-time SWR fan.

May the Source be with you,

Travis Shofner (Isaac)
isaac@swr-darkhorizon.org

P.S. If you've added to this guide, then start your story or whatever you added right after my email.  Remember to leave your name and email.  And email me the version of the guide you have.  I'll update it and send it out to wherever it is posted with the needed updates.

    Source: geocities.com/gendi_uk