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Posted by Elf Paladin on July 21, 1999 at 22:39:58:

CARRION 'CARRION FIELDS'
The Carrion Fields MUD is a player-killing battlefield. Object numbers are
limited, so you will have to kill your neighbor for that nice sword. Players
usually join Cabals for protection and power, each with a home headquarters.
Each Cabal holds a precious item that it must defend from intruders. Role-
playing is mandatory here, which means that you are expected to play a
*character*, not just yourself. Expect to die, and don't take it too
personally. Enjoy your stay!
See: HELP ROLEPLAYING and all the help files listed on the MOTD
The following races are available:
human elf dwarf storm cloud fire half-elf dark-elf arial gnome felar svirfnebli duergar
What is your race (help for more information)? elf
What is your sex (M/F)? m
'CLASS HELP' 'CLASS' 'CLASSES'
Here are the classes and their extra cost per level.
For more information, type "help ".

Class Description Experience Penalties
-------------------------------------------------------------
Warrior weapons specialist 0 exp extra per level.
Thief standard class 0 exp extra per level.
Shaman offensive cleric 0 exp extra per level.
Healer defensive cleric 0 exp extra per level.
Druid nature cleric 0 exp extra per level.
Transmuter shapeshifter mage 0 exp extra per level.
Necromancer undead-master mage 0 exp extra per level.
Invoker elemental mage 0 exp extra per level.
Ranger forest warrior 200 exp extra per level.
Bard musician 300 exp extra per level.
Assassin thief/martial artist 300 exp extra per level.
Anti-Paladin unholy warrior/mage 300 exp extra per level.
Paladin holy warrior/cleric 400 exp extra per level.

Anyone new to Carrion Fields, especially if you are new to mudding is
advised not to pick either paladins, shamans, healers, or druids.
Select a class:
[ transmuter thief warrior paladin ranger invoker bard healer ]: paladin
STATS STRENGTH INTELLIGENCE DEXTERITY WISDOM CONSTITUTION CHARISMA
Strength: A combat stat. Effects to a small degree how often you hit, how hard
you hit, how heavy of weapon(s) you may wield, and how much gear
you may carry.
Intelligence: Affects how much mana per level you gain, how effectively you
practice, how much mana you regenerate per tick, and to a certain
extent, how quickly you learn your skills/spells/songs with each use.
Wisdom: Determines how many practices you gain per level. Also affects mana
gain per level to a small degree.
Dexterity: Affects how many items you may carry, how hard you are to hit to a
certain degree, and your dodging potential.
Constitution: Affects your health, and how quickly you regenerate it.
-- read 'help death' for more on con.
Charisma: Affects how well you relate with others.

See also STATS2 for more on stats.

Now rolling for your stats (8-18+).
You don't get many trains, so choose well.
You won't be able to train your charisma.
15str 15int 14wis 17dex 11con 19chr Accept these values (Y/N)?y

Your character has good tendencies.
HOMETOWN HOMETOWNS
You can pick one of many cities as your hometown: New Thalos, Galadon,
Arial City, Seantryn Modan, Balator, and Bryn Shandar are all alignments,
Tar Valon, Akan, and Ofcol are good and neutral only, Darsylon is good
only, and Arkham, Udgaard and Barovia are evil and neutral only. Your
hometown is where you will recall to (unless it is one of the smaller
cities and you have been fighting too recently) and is where the pit is to
which your corpse will decay.

Everyone starts at the Academy, which is connected to most of the hometowns.
If you wish to change your hometown, visit the registry in Galadon. There is
fee for this service.

Some of these hometowns are race-specific as well.

Directions to reach the Registry in Galadon from the Market Square are:
4north, 2east, 2north, 2west, 1north, 1east, 1south and then you are there.

In which city were you born?
[G]aladon, [N]ew Thalos, [T]ar Valon, [D]arsylon? t

You have a lawful ethos.
Press Return to continue.


MOTD

07/15 Ranger and druid changes are in.

04/10 A few songs have been altered slightly.

03/20 Some changes have been made to STAND, REST, and SIT. Read the helps.

03/18 Quicksand has been altered slightly.

02/22 Assassins have been overhauled. Read the help files and report any
bugs to the immortals.

02/17 This is our final resting place for some time. Enjoy.

01/28 The web page is back up and operational at www.carrionfields.org.
Please take a moment and read about how you can help support the mud.

** The Official Carrion Fields home page can be found at:
http://www.carrionfields.org/

** Descriptions are *mandatory*; they help define your role. Names
and backgrounds should be explained in your desc. The sooner the better.
[Hit Return to continue]


** The answer to 99% of frequently asked questions is located in the
help files somewhere. Help to read (by typing 'help '):

CABAL ROLEPLAYING PLAYERKILLING REALISM CARRION DEATH MOTD WHO AREAS
EXPERIENCE PHILOSOPHY WIZLIST LAWS RULES HELP ALIGNMENT TIPS NEWBIE
AGE PRAY PASSWORD DESCRIPTION SHRINE STORY NEWBIE2 NOEXIT PFILE
BARDNOTES SPHERE RELIGION TATTOO NEWAGE EMPOWERMENT RECENT PAY

** You are responsible for understanding and obeying the rules 'help rules'.
Ignorance is NOT an excuse. Multi-charing is *not* allowed here.
Keep yourself up on these rules.

=========> READ THE MOTD - LAST MODIFIED: 7/15/1999 <=========
[Hit Return to continue]


Welcome to The Carrion Fields. Let the bloodshed begin!
It is 6 o'clock AM, Day of Thunder, 31st of the Month of the Ancient Darkness.
You have been equipped by the gods.

'NEWBIE INFO' NEWBIE
Ah! Another mortal, seeking adventure. You should go through the Academy
first, to gain experience to face the trials outside. Be sure to practice a
weapon first in the guild room, or your stay with us shall be very short
indeed. Type 'equipment' to see what your are wielding, 'spells' to see your
spells, 'skills' to see your skills, 'rehearse' for bards, and 'commands' for
a list of commands. Help is available on all commands and abilities. It is
strongly recommended that you go through all the helps at a low level,
especially for first time mudders. (99.9% of questions are answered in the
help files.) Also, you can type 'outfit' during your first five levels to
get some basic equipment and maps.

For more Info, type HELP NEWBIE2.


The Great Portal
You are floating in a dry mist of grey. There is no time here. There is no
distance here. There is only here. You exist. That is all.

Suddenly a blinding line of blackness tears through the non-reality before
you. A glowing portal opens into the nothingness, creating a reality within
itself. A hidden form comes from the portal and you begin to know.

"Traveler, I bring you salvation. I restore you to creation and bring you a
new existence. But know this.... The existence that you knew before this is
gone. You are only how you exist here. Bring nothing of the Otherworlds with
you for we go to a place of enchantment and wonder, and the Otherworld has no
place here. You are born now to Thera. Go north at the Gates of the Academy
to learn of your new existence and leave all other thoughts behind. Be sure
to read all of the signs...."

The Hidden Lord fades away.

[Exits: down]

You have 5 new notes waiting.

<100%hp 100%m 100%mv> who im
[51 D-Elf War] [ARBITER] Astein, Interrogator of the Lion
[51 Elf Thi] [ENTROPY] Eyllivea the (Blank), (Something)

Players found: 2

<100%hp 100%m 100%mv> pray Could I suggest that somebody deny this name?
You pray to the heavens for help!

<100%hp 100%m 100%mv> sc
You are Andaren the Paladin Pupil, level 1, 133 years old (0 hours).
You are young.
Race: elf Sex: male Class: paladin Hometown: Tar Valon
You are at 100% hit, 100% mana, 100% movement.
You have 5 practices and 3 training sessions.
You are carrying 9/29 items with weight 18/152 pounds.
Str: average Int: average Wis: average
Dex: dextrous Con: weak Chr: charismatic
You have scored 2400 exp, and have 50 gold coins.
You need 2400 exp to level.
Wimpy set to 0% of max hit points.
You are standing.
You are barely protected from piercing.
You are barely protected from bashing.
You are barely protected from slashing.
You are barely protected from magic.
You are good. You have a lawful ethos.
You have no religion, use the sphere command to set it.
You are affected by:

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