Kukla/TalesOfTheRiverProvince

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Revision as of 04:47, 28 November 2007 by TheHoverpope (talk) (Exceedingly tempting.)
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In the East, where flowers grow, and grain blossoms all summer long in the blood-watered fields, there are stories worthy of the telling. Stories of men, of gods, and of the Exalted whose hearts sung with magic and virtue, blossoming with the holy fire of Heaven and Earth...

http://exaltedmush.pbwiki.com/FrontPage

telnet://amber.org.uk:9010

On behalf of my fellow gamers, I'd like to invite you to play at the premiere Exalted-themed MUSH on the internet: Tales of the River Province. We are an ongoing Exalted chronicle set in Nexus, Greyfalls, and the Hundred Kingdoms in the Scavenger Lands. We play at a casual pace, so even players who don't have the time in their schedule for a tabletop game can change Creation for the better or worse.

This Chronicle, like any other Exalted game, emphasizes some themes and minimizes others.

We are about:

  • Changing the world. The characters in this game can change the world socially, politically, technologically, and even geographically when they bring their full might to bear. Because of our wiki and MUSH infrastructure, the world can change dramatically and visibly with a minimum of administrative effort, so we encourage you to change the world to the limit of your ability as it fits your agenda. There are some out-of-character limitations to maintain playability, however. For example, players are politely forbidden from using their Celestial characters to meddle in Greyfalls.
  • Long spans of time. For every month of time that passes in the real world, one season will pass in the game world. Events in game play out sedately, but at a quick pace in the real world, encouraging long-term action that
  • Proactive heroes. We expect player characters to have a motivation that sends them in to conflict with the world, and ideally, with other players. The strongest conflicts are those between Exalted rivals.
  • A dangerous world. The world itself remains threatened by the Yozi, the Wyld, the Underworld, and other unknowable threats, and beyond that, it is wild and untamed, with vast swathes of wilderness and a shaky grip of law. Every warrior in Creation might be forced to defend the things that they care about from malevolent, alien forces, or from their fellow man.

We are not about:

  • A rigid world. Many online games have static settings because they have a great deal of effort invested in the state of their setting. Because our setting is merely written text, it's easy to add things and remove things, up to and including blowing up or rebuilding entire nations, and possibly destroying the sky.
  • Reactive heroes. Characters who passively wait for others to provide them with reasons to adventure or for villains to embark on wicked plans for them to thwart will be bored. Characters who kick the setting and make it yelp will be encouraged!
  • Accounting. Our setting spans a huge distance that takes weeks to travel, and such journeys require great care and planning to be made safely. But we ignore all that and you can flit about as necessary to keep roleplay going, though anyone with a fast travel time is going to have an advantage in such matters.
  • Invincible characters. Yes, you have the power of a god. But with such power, every decision you make, every risk you take, removes a thousand more possibilities from your grasp. Every decision has an opportunity cost; every struggle can hurt the things you care about, if not you. This is a game of struggle, not automatic success, and sometimes achieving something vast requires you to risk death.
  • Anything that isn't the Scavenger Lands. For practical purposes, we limit the scope of our games action to the Scavenger Lands. Character concepts or major plots that hinge on events outside it are disallowed.
  • Black and white morality. There is no specific 'good guy' or 'bad guy' in this setting. Regardless of whether you play a Dynast, an Outcaste, a Solar, a Lunar, or something stranger, the only force that can judge your righteousness is history.

Your daiklave is ready, your talisman is wrought from glass and cold iron, and all the delights of the East are arrayed for you if you dare to seize them. Come browse our wiki and server, and see if we catch your eye.

Comment

This looks fascinating. I may have to, to my great time-needs chagrin, join in. One question, though - looking over the site, is it first or second edition?