|02-07-2009, 12:35 PM||#1|
Join Date: Jan 2009
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The Isles: Dreams of Kltara (see bottom of message for address and web site)
The Isles is a fictional world in which players portray various characters in an on-going, dynamic political environment. The Isles takes place in a world involving various factions, companies, organizations and guilds that are all competing or cooperating on various levels. As a novice player, reading the Introductory Guide will be beneficial when adjusting to this, perhaps new, concept. The key issues of the game are its setting, politics, atmosphere and advancement.
The map of Rygor Isle drawn by Foerlin the Cartographer.
The Isles takes place on Rygor Isle, one island in a small archipelago south of a larger land mass called Tyselorrd, the mainland and the only continent in the "known world." The game itself does not physically expand beyond Rygor Isle, but occasionally there are references to events occuring in the north (Tyselorrd) which affect political, economic and physical factors related to the game.
Currently, Tyselorrd is being united under an oppressive Empress named Tiktui who is conquering the lands with great armies and vast resources. She controls the second most powerful navy in the known world, next to the Royal Rygorian Navy, which is the single savior of Rygor Isle.
Rygor Isle itself is far removed from the happenings north, and is a highly-detailed microcosm of a fantasy world. On Rygor Isle there are four major cities: Kess, the capital, Cape Red, the trader's hub, Keveg, the wine-country, and Ostinbrun, the farmer's haven. Characters can travel between the city by crossing the countryside, which involves traversing various types of terrain (forests, rivers, mountains, foothills, desert, marsh and wastelands).
On The Isles exist four groups: thilonenne (also known as the Itiak or Alvaki), who worship an ancient, esoteric wisdom, kltarians, the noble citizens of Rygor's sovreign, the heveti, a group of grey-skinned mountain dwellers, and the dakonenne, or Githranyr's children, who are a violent, bastardized form of thilonenne.
In addition to these four groups, there are many smaller groups which provide occupations and opportunities for characters to get involved in the political spectrum that exists on the The Isles.
The act of playing a role is imperative to the ongoing success of the game. The Isles is a fictional fantasy world, and the persona you create and shape should act appropriately in that setting. Roleplaying is a fun way to escape into the game, and provides hours of interactive enjoyment. When you play the game, you create a character, which acts a role out in the 'virtual novel' -- this character is of your choosing, but should be geared toward a suitable role. Every character has depth, personality, history and agendas which affect the day-by-day political and social interaction.
Trading and Occupations
During your journeys through your character, you will discovered that, as in real life, money is a powerful force in the lands. In order to make money, you must find a way to provide goods or services at a profit. There are many organizations which are hiring traders, travelers and adventurers. These organizations provide the capital by which you can invest in your own profiteering ventures. It is important to keep food in your stomach and water in your canteen -- without it your character may perish. In the game it will be your first task to find your economic niche -- you must discover what organizations exist and how you can service them. Some, such as guilds and orders, pay for service in food, shelter and training.
When you begin play for the first time, your character is narrowly skilled and not very learned in wise ways of the world. Over time, as you discover new concepts and techniques, your character's abilities improve. At first, you will not be a very adept fighter -- but as you practice and spar, you will notice your skills improving and your options increasing. Many things can be mastered and should be pursued to enhance your character's effectiveness and utility. Return to the Table of Contents.
The goal of The Isles is to provide a place to interact in ways that you can't interact in Real Life. It is a place designed to simulate a fantasy pseudo-medieval environment. What are Characters?
Characters are alternate personas played by users of the game. Characters do not act like real life people, instead they are supposed to act and react as citizens of Kltara or natives of Rygor Isle. Players must realize that they are not playing a mere arcade game, but instead should consider themselves actors in a real-time play.
The world in which The Isles takes place is physically no larger than the island itself, but this encompasses several large cities and small towns, as well as a plethora of interesting locations and secret areas.
On the northern mainland of Tyselorrd, many small fiefdoms have splintered from the original Great Uniting, the Era of the Warlord Vlattensintri and his mighty empire which returned the lands to peace ten-thousand years ago. Recently, these various fiefdoms have been taken over by the armies of the Empress Tiktui and another uniting has occurred. The imperial seat is in Kyrinn, the capital of the known lands and home of the Galad-Ur-qon Adi, or the gemmaster's guild. The largest kingdom still under independant rule is that of Lord Coranos Rygor, king of the lands of Kltara. This is where The Isles takes place.
Inside the cities on Rygor Isle are many different merchant houses, royal orders, rich families and other organizations which interact constantly in an ever-shifting political climate. Each group has its own agenda and works for or against the others in various situations. Some players never involve themselves politically, while many find their ways into elaborate political conspiracies.
Most kingdoms are run as huge city-states or manors. Both despotism and feudalism are the political systems of choice in most civilized areas, save a few monarchies and some republics.
A typical scene during a bountiful harvest from the Kltaran plains south of Kess, the main city in The Isles.
Weapons and Armor in The Isles
The law of the land is enforced with hardened steel and powerful hammers of war. On the Isles, it is not uncommon to see folk brandishing various weapons, and in some cases, it may be important for you to employ their use as well. While some tend to find paths that lead to more academic arenas, weaponsmasters can sell their skills at a high price to those who need protection. With all the trading and merchantilism that goes on, there are seedier elements who take to the dusty roads to find riches in the back of a long line of caravans. Bandits are often found outside lawful zones, and these folks are known for their quickness of steel.
The selection of arms: Weapons range from the crudest of wooden clubs to the most exquisitely smithed blades. Various studies in weapons also occur -- from the sly, secret ways of assassins to the blunt but effective use of berserker tactics. There are even legends about particular blades possessing hidden qualities which can aid or hinder a warrior. The weapons trade is not entirely without profit itself, and therefore offers many ways of sustaining even the most foolhardy merchant.
The various types of weapons encountered in these lands include hafted weapons -- clubs, axes, and the like -- edged weapons -- swords, daggers and sabres -- as well as many types of semi-exotic weapons and polearms.
Often, one might find oneself out-matched in battle with needs that supercede that of traditional hand-to-hand combat. In those cases, a good set of armor always aids one in battle, helping to protect soft, pliable flesh from the sharp, flashing blades of an opponent. Even the hunters who seek the fauna of the Viedrad forests find need of hardened leather, and a good traveler always keeps himself prepared for the worst of situations. Often, good armor does not come cheaply. Though looting an opponent may prove profitable, one must first best that opponent in a final dance before collecting any rewards.