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Southlands: Beyond the Unsanctified

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Southlands Mud is a role-play intensive world where you immerse yourself in the character of your choosing. Role-play in this game world is not only accepted but strictly enforced. The Southlands Staff is highly interactive with the player base, both In Character and Out of Character, in an effort to assist the mud in its development. The events in the mud unfold not unlike a storybook, authored by YOU, the player. In this story you will become your character, having adventures untold and living your days in a fantastic, highly descriptive and expansive game world.

 

Although the mud is completely functional, it is still being developed each and every day, with more additions planned for the future, and can be expected in some manner on a daily basis, whether it be descriptions, special request items, or just about anything your mind can think up that fits into the gameworld. Through the combined effort of the community of players and the staff, the mud itself will always be a work in progress, as we strive to create something bold and unique in flavor. Such additions include vast area building, code changes, new races, mobs, objects and plots. The Southlands Staff is quite willing to tailor specific objects to player needs, as valuable role-playing tools or resources from the character’s background. The work that you put into your character is more valuable to us than the little time that it takes to craft an object to assist in your role-playing experience, so this is done quickly and with ease. We appreciate YOUR effort as players, parts of the evergrowing tale, and fellow roleplayers.

 

Players start out by choosing a class, representing the inborn talents. From there, the sky's the limit. Players can learn anything, including hunting, bow shooting, horseback riding, carriage piloting, fishing, swimming, mining for different metals, taking those metals and forging them into useful weapons, an extensive crafting system that allows you to create everything from a simple threading needle to an elaborate tribal headdress, farming, lock smithing, climbing, swimming, guarding, and bartering. The list goes on and on, ending with a very unique magic system. However, just like in real life, if you spread yourself too far and too thin you shouldn't expect to become a professional. The only skills that a character can NOT learn, are skills based on a magical class, which is restricted to that class and that class alone. This skill system allows the player to truly tailor their characters to their own experiences and their physical abilities and talents will grow and thrive based on what you do, how often, and how intensely you roleplay each and every situation you find yourself in.

 

Southlands is not a hack-n-slash MUD. Roleplaying is strictly enforced according to the documentations and timeline, and appropriate guidelines provided on this webpage. This does NOT mean that you cannot go against the grain! It will however show you what the average elf knows and expects to see, making a character that 'goes against the grain' more informed and playable. We suggest you read the parts of the webpage that are most likely where you want to take your character in game. As things grow and change, more will be added: skills, magic (a current discussion is underway regarding a complete revamp of the magic system-how? I can't answer that just yet. *wink*), items, beasts... you can expect that at least five new items, five new npc's, and five new rooms will be added on a daily basis. Plot movement is done on an eighty percent player-driven level. Beyond that, recommended playtimes and such, are open ended. We have no expectations on how such times come out, and have a wide variety of tools at are disposal to keep things moving. You will have fun! You will have a say! Your character will have an impact!

 

Current Memory stands at:

41 areas

933 mobs

6284 objects

60469 rooms

 

(This total is as of 5:46pm EST, November 15, 2006. Watch for future updates)

 

Most of all have fun. If you need staff assistance, for goodness sake! Wish! Email! Bug us on various IM's! Don't just freak out and think you're being screwed by IMMs because guess what, the head admins and all other administrative functions, have a document that they must sign, assuring your rights as a player. After having worked on another MUD (two of the head administrators) where the administration was too obsessed with forcing roleplay one way or another, we refuse to do it. And as recently as this year began a program to see that all influence that is immortal based is NOT as influential as what your character can do. Immortals have one avatar (a character that is played to help move the game forward) and a regular pc. The avatar may have special powers, or may not, but the pc DOES NOT. We do not bump up our skillset in any way, shape, or form.

If you have questions about what immortals can and cannot do, please email me right away at lgilber1@stu.wccnet.edu. I will be happy to share the majority of the immortal contract regarding players with you.

 

Races A Sampling of Skills Nobility Necessity Religion
Elves Hunting The nobility page... Magic Virtue
Dwarves Fishing Kondei Combat Balance
Goblins/Goblyns Farming Sole Foraging Wrath
Humans, Trolls, Thailids, and Mahynths Crafting MendiKu Suggestions for Download Our Mission
Of Interest Tailoring Nicolo GMUD (Free) or ZMUD How Elves Age
Tidbits of Information Mining and Metalworking Kirana The Law The Syndicate
Entertaining and Dining Wagons and Boats/Ships Tokkan Elven Criminal Law History
Newbies: A Description Guide   Nobility Signets and Colors   Ancient History
Beastiary       History, A.S.
Thuja and its Effects History A.C. (unifnished)
Cultural Dress        

 

Questions or problems regarding this web site should be directed to [Alaire].
Copyright © 2002 [Southlands]. All rights reserved.
Last modified: 07/12/07.