215 changes
MudForge, Caves & Fair Fights
The game gets its own windows in MudForge, the caves and the strand open to foraging, furniture stands where you set it, the guild halls grow, and creatures fight by their size and strength.
A free roleplaying game
Connect with any MUD client to islesmud.org, port 3232.
You type: look
Starspear Way
[Freezing, clear, slight breeze from the north, dusk]
The southern edge of Village Square breaks into Starspear Way here, each of the eastern and western edges of the area adorned with wooden posts that support iron archways above with lanterns suspended on chains. As with the square itself, the road surface is packed with a series of cobblestones of varying hues and colors, giving the street its name.
[ Exits: north south west ]
Broad archways with lanterns suspended by chains upon wooden posts line the street. (northwestern corner) (lit) (on your round)
You type: tend lamp
You look over broad archways with lanterns suspended by chains upon wooden posts.
The flame burns clean but low, hardly clear of the collar.
Tend it: wick, oil or glass.
You type: tend lamp oil
You fill the reservoir from your can and wipe the spout dry.
Four of the lamps on your round are left.
It is said that centuries ago, a great calamity had befallen the world, plunging it into turmoil at the hands of demons. This cataclysm was thus dubbed the Great Heresy, and the few survivors of the long-forgotten world found themselves scattered among a cluster of islands. After hundreds of years, memory of the Great Heresy and its origins have become legend.
Echoes of the Isles takes place in a small border town called Escard on the largest landmass of the Corwin Isles. Those who found themselves on these islands know it only as home for the last several generations, generally cut off from the rest of the world as resources for sailing long distances were considered better invested in survival. The town of Escard lies closely nestled against the edge of the Aetherspire Woods, a rather dangerous place in and of itself due to the malign creatures and aggressive plant life that originate from it, though the only source of materials imperative to humanity's survival.
How the game works. If you are new, start with How to Play, Progression and the Combat Overview.
Clients, the address and port, and the game's map windows.
For everyone
Roleplay experience and the ability tree.
For everyone
Rounds, actions and how a fight runs.
For everyone
Bodyparts, guards, armor, reach, sorcery and wounds.
Read the overview first
The Escard Wilds, the Aetherspire Forest and Mount Caelahad.
For everyone
The nine trades and how crafting works.
For everyone
Meditation and the elemental planes.
For Awakened sorcerers
Living metal and its six schools.
For characters without sorcery
215 changes
The game gets its own windows in MudForge, the caves and the strand open to foraging, furniture stands where you set it, the guild halls grow, and creatures fight by their size and strength.