New Player Introduction

MUSH Primer

What is a MUSH?

MUSH stands for Multi-User Shared Hallucination, and is derived from the MUD family of online games. They are text based programs which allow multiple people to simultaneously interact within an artificial environment.

In short, a MUSH is a client-based roleplay site that focuses on real-time interactive roleplay executed in third-person present tense (i.e., "R'hyn jumps when he hears a loud noise." or "R'hyn yawns and curls up on his side to go to sleep.").

Connecting to a MUSH

Connecting to a MUSH requires you to have a client (program) capable of connecting to Telnet. Here are a few suggestions:

You can connect to Pernworld MUSH by 'adding a new world' or 'adding a new connection'. The exact text will vary, but you will need the following information:

Website Address:
Port: 2211

Using the MUSH

The following is a table of basic commands you will need to speak and move throughout the rooms of the MUSH.

General Commands

Action Command Example Result Info
OOC Speaking ooc <text> ooc Hello everyone! <OOC> R'hyn says, "Hello everyone!" Allows you to communicate OOCly to anyone in the same room as you. Most commonly used to chat or discuss roleplay.
OOC Action ooc :<text> ooc :smiles and waves! <OOC> R'hyn smiles and waves! Allows you to communicate an OOC action to anyone in the same room as you.
IC Speaking "<text> "Hello. It is a lovely day for a walk. R'hyn says, "Hello, it is a lovely day for a walk." This command will ONLY emit your characters name + 'says' and then automatically generates quotation marks around your speech. This is perfect if your character only wishes to speak words.
IC Action: : :<text> :walks down the path towards the lake. He smiles and says, "Hello!" R'hyn walks down the path towards the lake. He smiles and says, "Hello!" This command will ALWAYS put your character's name out front. You may, however, include text after to make your pose longer, including speech and further actions. You will simply have to add these items manually!
IC Action: ; ;<text> ;'s button comes loose and drops to the floor with a clatter. R'hyn's button comes loose and drops to the floor with a clatter. If your pose needs to make use of the possessive, you can always use ; to make sure there is no space inserted between your character's name and the text.
Emit @emit <text> @emit It's a warm and sunny day. R'hyn decides to go for a walk. It's a warm and sunny day. R'hyn decides to go for a walk. Emit is the most commonly used form of roleplay. It allows you to start your pose off with text that does not HAVE to start with your character's name. This is best use for setting the scene (describing the area), describing your character's action, and otherwise just lets you type as you would in forum roleplay.
Page p <player name>=<text> p Ila'den=Hey! You will see: You paged Ila'den with 'Hey!' and they will see: R'hyn pages: Hey! Used to have a private discussion with a single player. The MUSH form of direct messaging. This will communicate with that specific player and ONLY that specific player. Noone else will be able to see your conversation. As with OOC actions, you can use : and ; when you communicate to page actions and possessive actions. Note that pages ONLY work if the player is online.
Multi-page p <player name> <player name>=<text> p Ila'den Kadesh=Hey! You will see: You paged (Ila'den, Kadesh) with 'Hey!' and they will see: To (Ila'den, Kadesh), R'hyn pages: Hey! Same as page above: only the players you specify will be able to see this message. You can page as many people as you want in a single message, simply list them with no commas.
Knot Chatter =<knot name> <text> =hmw Hey! How are you? [Half Moon Bay Weyr] R'hyn: Hey! How are you! A knot operates like a group chat for your area; everyone in a certain weyr or belonging to a certain craft will receive messages on the knot. Because of this, we try to keep all knot chat PG-13. Note that people are lazy and don't use quotes in their OOC poses to separate actions and speech. As with pages, you can use : and ; to indicate actions or possessive actions.

Other Helpful Commands

Command Definition
+help The help command for everything you need to know about the game. It can be hard to find things in here, so looking at the +help section of this wiki may be easier (though it is not totally complete)
look [something/character] Will show you the description of that item or character if available.
+finger [character] Shows a player's info and preferences.
+sheet [character] Shows a quick synopsis of a character. These are great, so you should fill yours out using the commands in '+help +sheet' before you leave chargen.
+info [someone] Shows the background of someone's character.
+where [knot] Shows everyone at that area and where they are. If you don't include a knot it shows the location of everyone on the game.
[knot] .who Shows everyone connected to a particular knot. To see everyone connected on game, use 'who' without the dot.
[knot] +quiet You can "quiet" a knot (turn it off so you can't see it, as a way to despam) by typing '[knot] +quiet' Example: 'hmw +quiet.'
[knot] -quiet 'Unquiets' the knot to allow chat messages to come in again, it's '[knot] -quiet.'
+watchfor You can get the details on this in +help watchfor but basically use +watchfor [someone] to see when they sign on and off.
+go [knot] A quick way to teleport yourself to an area.
obvious exits Type the name or short-code (ie, 'WB' is short for 'West Bowl') to move to a new room. All 'obvious exits' will lead to a new room on the grid.
@tel [number] Teleports you to the database reference number given.
@mail The mailing system for the MUSH. To look at a list just type @mail, to look at a specific mail type @mail [number].
bboards To access the bulletin boards type +bbread [board number]/[post number]. To scan the boards for messages you haven't read type +bbscan, to read new ones type +bbnew. To mark posts as ready use +bbcatchup [board number] (or instead of a board number put 'all' to mark them all). You can look these up in the +help.
@link me=here/dbref Links you to an owned room or object, also can be used to link you to linkable public rooms such as Resident Quarters or Barracks.

Most people are more than willing to answer all your questions! Don't be afraid to ask for help!

Pern Primer

This is a collection of knowledge both about Pern and the Pernworld MUSH. It's a quick way for new players to get up to speed on some of the terms and commands.

General OOC Terms

  • IC - In character.
  • OOC - Out of character.
  • knot - A channel basically on the Mush. There's a public one and you'll be on the one from your area. Each knot has a three letter code associated with it. Knot written here means this three letter code, unless otherwise noted.
  • set - To pose first in the RP. Basically to set things up for the scene.
  • pose - To post, basically. To respond in the RP.
  • scene - Another word for RP. If someone asks if you want to scene, they are asking if you would like to RP.
  • log - Most MUSH clients will allow you to log a scene. This saves it to your computer's harddrive so you can pull it up later. MUSH clients DO NOT commonly log for you and there is NO DATABASE from which to retrieve scenes, so it is recommended you keep a log if you want to save your RP! Most area wikidots/websites have a dedicated 'logs' area where you may then upload this log to share with others in the area.
  • ftb - fade to black.

About Pern

Pern Terms:

  • hold - This is a fedualish society, and a hold is basically the fort or the town of the surrounding area. There are big holds and smaller holds.
  • weyr - The weyr is usually associated with the hold, they are usually cut out of a cliffside in the crater of an extinct volcano. This is where the dragons roam around. The PC weyrs on PernWorld are Fort, Half Moon Bay Weyr, Monaco Bay Weyr, and Xanadu. There are other places to play, but these are the main areas. Other noteworthy weyrs are Ista, Igen, High Reaches, Telgar and Benden, all NPC. This is also the term for a private weyr. Basically a private weyr is where a dragon and his rider live, usually a cave carved out of a cliffside with a room off it for the rider. A weyrmate is the closest riders get to marrying, it basically means the two are living together.
  • turns - A Pern year. Turns are 13 months. Time on the game is x4, so one week in regular time is roughly a month in character time.
  • proddy - Basically means that a female dragon is in heat. Since rider and dragon are mentally linked, this also affects the rider and people will refer to a rider as also being proddy.
  • flight - There is obviously normal flying, but when people talk about a 'flight' they mean when the male dragons chase after a proddy female in the air. The female is caught and usually helped back down to the ground by the winner. Again, since riders are mentally linked generally the female's rider and the male winner's rider sleep together. Though someone else may be a 'stand in' sleeping with one of them instead. The rest of the chasers' riders also usually end up looking for sex as well afterwards.
  • clutch - Only gold female dragons can have eggs. When they're pregnant it's called 'brooding'. When they lay their eggs it's called 'clutching'. The gold remains on the hatching sands with the eggs until they hatch.
  • search - Once the eggs are on the sands, IC search starts (OOC search, application fill out and all of that starts before). This is where riders and their dragons look for people to stand on the sands to impress to the new dragons.
  • candidate - Once a person has been searched they become a candidate. Candidates all live together, sleep together, generally eat together and do chores assigned to them to help the weyr. It's basically like being in the army. There's also no sex for candidates (even gay sex where pregnancy is not a risk) and they can't leave the weyr without a rider chaperone. There are also rules that restrict travel and drinking. Many of these are weyr-specific.
  • stand - Basically standing on the sands when the eggs hatch, hoping to impress to a dragon.
  • impress - The melding of a hatchling dragon and a human. Basically ties them mentally, allowing the telepathy and such. Dragon hatchlings are especially jealous and protective of their riders. The bond is strong enough that if the dragon should die the rider often kills themselves. If the rider dies, the dragon betweens and never returns.
  • weyrling - After you've impressed, for the first one to two turns you're what's called a weyrling while your dragon grows up. This is when you train to become a proper rider and your dragon learns how to do all the stuff dragons need to do, fly, hunt, between, etc. Because of the reliance of the hatchling on its rider weyrlings have really strict rules. No drinking of any sort is allow. No sex at all, in fact, weyrlings aren't even supposed to kiss since the strong emotions confuse the dragons and make them jealous (often leading to maulings).
  • knot - Since the weyr is a very structured society, riders wear colored 'knots' like patches that denotes their positions and dragon's color and if they're in a craft.
  • between (or :between:) - When a dragon 'betweens' they are basically teleporting from one location to another. The dragon first pops to between, a black void that's horribly cold, then to wherever they're going. Dragons generally get their destinations by thinking up an image of them in their mind, often provided by their rider but can also be provided from another dragon. If a dragon mis-betweens they can reappear inside of a rock or something, killing them. Or could just simply get lost between.
  • firelizards - Flying firebreathing lizards that you keep as pets. They can between and have limited connections with the people that impress them. Greens and golds produce eggs. There are tons of them around. Get more help with +flhelp on the game.

People at the Weyr

Leadership positions

  • Senior Weyrwoman - Head honcho of the weyr. Rides the Queen Gold.
  • Weyrleader - Basically vice president to the senior. Rides the bronze that caught the senior gold.
  • Junior Weyrwomen - Other goldriders at the weyr. The right-hand ladies to the senior.
  • Weyrsecond - Right hand person of the weyrleader.
  • Wingleader - Leader of a particular wing of dragonriders.
  • Wingsecond - Right hand of a wingleader.

Everyone else is a rider in a wing, or a weyrfolk, holdfolk or part of a craft.


Dragon colors

  • Gold - Female. Maybe one per clutch. Riding one automatically makes you a Jr. Weyrwoman at that weyr. Largest of the dragons.
  • Bronze - Male. Largest of the males. Can catch golds and greens.
  • Brown - Male. Second largest of the males. Can catch greens, and gold with special permission if they're over 35m.
  • Blue - Male. Smallest of the males. Can catch greens.
  • Green - Female. Smallest dragon. Infertile and go proddy pretty often.


There are three positions for a crafter in their craft: apprentice, journeyman, and master. Masters cannot ride dragons.

Types of crafts:

  • Harper - The arts and music craft. Kids learn through song, so the historians and teachers also belong to this craft.
  • Tanner - works with leather
  • Weaver - Works sewing, making clothes, etc
  • Beast - Works with runnerbeasts (like horses), heardbeasts (like cows), and other animals. A veterinarian.
  • Mine - Works with finding raw minerals and digging them up.
  • Smith - Blacksmithing. On PernWorld this craft extends from electronics to traditional and everything in between.
  • Dolphin - Dolphins are special on Pern, and have their own craft.
  • Tech - Works with technology.
  • Healer - Works as a doctor/nurse
  • DragonHealer - Works as a vet for dragons exclusively.

See 'Crafts' tab under our main header above for more options!

Remember: Most people are more than willing to answer all your questions! Don't be afraid to ask for help!

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