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Old 02-03-2009, 12:54 AM   #1
Leech
Member
 
Join Date: Jul 2008
Name: John
Home MUD: The Inquisition: Legacy
Posts: 65
Leech is on a distinguished road
Once upon a time, in a land far, far away.

There was a MUD that just opened, for all to see. Providing it's enforced RP, a revered delicacy.

Dark Isles MUD. A home for the roleplayer, a home for the escapist, a home for those needing a new life. And trust me, it will consume your old. With an intriguing world, active and helpful staff, and -really- limitless possibilities, Dark Isles is quickly becoming home for many dedicated roleplayers. I, for one, am content and probably will be for a long while roleplaying there and only there.

With a cataclysm with an unknown cause (Divine punishment? Mortal ploy?) still fresh in the memories of people, the world of Dark Isles precariously sits upon a cliff, one foot over the edge. Demons attempt to push the world into complete anarchy, and at times, it seems they succeed. Yet, pillars of justice and order still remain. Seahaven still stands home to greedy merchants, and Wolfwood still stands as a mystery. Guards hunt thieves, and thieves stalk the night. Yet, what other monsters lurk in the shadows that a city might provide? The Vek'pem Ahrye, Children of the Cursed, bend the shadows to their will, constantly serving their master, the forbidden Eighth God. And that's not all. Murderers, mad scientists, and nobles all have schemes which inadvertently drive destiny in this way or that, towards darkness or light.

Will you become a part of that destiny?


Features:

*A roleplay points system, which gives you RPP, a sort of currency to improve your characters abilities, buy alternative character slots, and increase your character's attributes.

*TRPP, the total amount of your gained RPP while you've been playing at Dark Isles. This is used to generally obtain special RP positions, and races, such as the mind-reading Dryth or cursed Vek'pem Ahrye.

*An intricate craft system, linked to an economy which grows by the players.

*15 through 20 players at peak times.

*Intriguing plots ran by staff and players alike, fueled by IC rumors and other such subtle ways of communication.

*Helpful, active, and open staff. A total improvement on the level of roleplay within the MUD, they will support your roleplay as long as it's roleplay.

*Original races such as the Tir, and Skrel'eth.

*Emote-based player vs player combat system for in-depth fighting. No waiting for a storyteller to come and approve your move!

*Automatically handled NPC vs PC fighting, to speeden things up when you know nobody is on the other end.

*Intricate religious opportunities. Follow the Goddess of Death, or join the fold of Cymur and guard those who need guarding, with all the little ploys in between, plus many more factions in the polythiestic society that DArk Isles provides

*Puzzle-like alchemy system. You'll honestly want to spend hours trying to determine what this or that concoction does.

*Many player-run factions, and joinable nobility.

*Wolfkin. Need I say more?

dark-isles.com
port: 8000

Last edited by Leech : 01-27-2010 at 09:54 PM.
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