... to Harshlands, one of the most well developed, largest, and most
entertaining muds on the internet. Harshlands is a skill-based mud that takes
place in the Hârn role-playing world.
The Idea ...
The HarshlandsMUD is, above all else, a role-playing game. The game should be
viewed in most ways as a traditional sit-down, pencil and paper, role-playing
game, and not as a video game where the object is to tally the most kills. Some
of the links below are good information about the world your character will be
What is a
MUD you ask?
MUD stands for
Multi User Dungeon/Domain. It is a text based world that allows you to
interact with others and move around in a world that is richly detailed in
description and characters to meet. People play these games by Telneting or
using a MUD program to access the server that the text world is saved on. You
can do anything in this text environment that you could do in any video
role-playing game and usually much more. You can become better at your chosen
trade, buy/sell, travel, fight, get a job and the scope is pretty much endless.
We, the staff of the Harshlands, should be viewed in the same way as one
would view the game master of any role-playing game (RPG). We create the world
and the things in it, design plot-lines and quests, and, on occasion, play the
parts of the various NPCs spread around the world. In essence, game mastering by
committee. The code, while it fills some roles that a game master would, should
be viewed more as a combination of the game rules and the dice in a role-playing
For your part, it is your responsibility to fit within this framework, and
play the part of a character in the game world. By playing a character, we mean
that, at all times, you should strive to stay "in character." You should give
some thought to what motivates your character, what your character's goals are,
and what he/she fears. You could, perhaps, develop some peculiar habits to make
your character unique. Admittedly, if you are starting anew in this game,
finding a role within the game world is not immediately easy. However, once you
understand the structure and conflicts of the society it should be easy to find
your niche. (Carefully reading the help files and documents on the mud, as well
as the various files on this homepage will also be helpful.)
By "in character" we mean that you should talk and act only in ways that
pertain to the game world. Chit-chat about real life events is not in character.
You should also try to not speak in terms of game mechanics; please don't refer
to your hit points, moves, skill values, etc.
Our promise to you is to create a realistic, involved and evolving world.
Good players may find aspects of the world revolving around their characters;
this is our reward to you for good play.
If you need to have an NPC "animated" by the immortal staff for role-playing
purposes, please "petition" the staff for assistance.
The Overview ...
The world of Harshlands is huge. Currently, the world consists of the island
of Harn, an island roughly the size of Great Britain, off the coast of the
nearby continent ofLythia. Current building on the Mud has not yet finished the
island of Harn. For those who are familiar with the Harn RPG World, several
cities will be not be noticed, but will be added in the near future. There are
over 16,000 rooms (we stopped counting), all of which pertain to the Harnic
world - and all are original.
The game world is populated with several humanoid races. Some of these can be
chosen during character creation, and others cannot. For more information, read
the section on races.
Role-playing a character on Harshlands is quite different from that of most
other mud's. There are no classes per-se, and character development is different
from that of level-based mud's. Characters start out on a clean slate, with only
a handful of silver coins to get them started. Typically, buying yourself some
clothing to protect yourself from the weather is a good start. After that, it
depends on what the desired goal for your character is. For some it may be to
become a rich merchant, while for others it may be advance the cause of the
Goddess Larani. For still others, it may be just to become acquainted with the
vastness of the world and the life within it. Essentially, it comes down to what
you wish to do. You are not forced to wander from room to room, killing monster
after monster. If you wish to do so, it can be done, but guards may not approve
of such actions within a city, or other characters may question your mortal
fiber and challenge you. You can be killed by other characters, and death on
Harshlands is quite "harsh." Play your character the way you desire to play it,
and play its role like you would in a serious rpg session with a GM, and the
gaming world should more than satisfy you.
The world of Harshlands is not as "high magic" as that of other mud's, but
there are several magical and pseudo-magic systems on the mud. First of all,
there is the religion system. Priests of the various deities can choose from
spells relative to their circle within the church hierarchy. After religion,
there are the Shek-Pvar, or what are more commonly known as "mages." Alchemy is
another pseudo-magical system that is available. There are a number of
alchemical recipes, and those who know the recipe and have managed to acquire
the proper reagents can create various potions. A system similar to alchemy is
also available, herbalism. Herbalism can be used to make a living, or just keep
you living in the wilderness, if you have the necessary skills and can find the
plants needed. The final system that is similar to magic is psionics. Players
have no choice in this matter, as psionics is a matter of chance that is related
to a character's aura. Psionic talents are rare, but those few high aura
individuals may receive them.