Saturday, January 3, 2009

Dark Isle RP Sim by Darby Dollinger and watcher Castaignede

Dark Isle (SLURL) is a mythical roleplaying game based on ancient Celtic civilization. You can choose to begin the game with a tour of the sim that along the way introduces players the game narrative - the crisis of Dark Isle, and sets up a backdrop for making up your own stories. There are also puzzles to solve in order to proceed to next stop. Players would encounter NPCs. It's kind of a nice single player mode if you are alone or choose not to talk and collaborate with other players.


The scenery at the entry point was quite spectacular. Immediately, I was drawn to continue playing the game. The core structure of the roleplaying game is based on Celtic social class - peasants, nobles, and druids (and of course game moderators are gods). Earning your way up reflects RL quite well (see comment for the game's detail description about class structure). You can also level down to be slaves. I entered the game as unskilled serf. Below is my character's story (The game doesn't seem to be surrounded with sexual theme though watcher told me that it was once a Gor):


My character's name is Thalia, a 20 year-old young woman. She is the daughter of a poor peasant from another village. Her father past away recently. She traveled alone to the village at Dark Isle. She met two young men, who stayed only shortly at the village. She's so naive to ask for helps upfront. She told them about the golden egg she's found from the hen outside of blacksmith's house.

I ended up getting stuck at the 3rd puzzle, where I could not find clue to next point and the item Talisman of Hope. It seems like I will need help from gods.

(watcher warmly welcomed me to the game. Thus the journey began...)

5 comments:

Jenny Mu said...
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Jenny Mu said...
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Jenny Mu said...
This comment has been removed by the author.
Jenny Mu said...

(taken from in-world game note card)

----- QOUTE -----

Druid No. 1 (NPC)

"Ah... At last, stranger, you must me the one who was prophesised, sent by the God, Memannan, to save the great land of Dark Isle."

"As you may have heard, the Gods have blessed us by separating this Isle from the rest of the old world, and we, the chosen few, live on here, prospering under the greatness of our three Gods."

"Sadly one of our great and wise Gods, Memannan, God of the Sea, Has recently decided that we must prove our worthiness to him. It was said that a stranger would one day arrive to our shores, and must find the lost Talisman of Hope. That talisman would guide that stranger to the Alter of Memannan where it should be sacrificed, to show the Isle that our best hope is in the hands of the Gods themselves..."

"What? What happens if you fail the quest? It has been said that Memannan will rise up the seas themselves and wash away the sins of the peoples. As much as I favour the will of the Gods... Surely there is a better destiny for us all."

"Where is the talisman? I... I have no idea... But what I do know is that the Alter of Blood holds a key to finding it. (Pheonix Secondus 41, 57, 38) But be weary, stranger, the path is a dangerous one, and you may find that you must indeed sacrifice yourself for the sake of our beloved Isle..."

----- END QOUTE -----

Jenny Mu said...

(taken from in-world game note card)

----- QOUTE -----

Dark Isle Class Structure

1. Peasants

They are the lowest class of Dark Isle, within their class are several levels:
a. The Unskilled serfs: New to Dark Isle role-players who are unattached, unskilled labourers (or people with ulterior motives and plans for roleplay), you go and look for work. Most of the time you rely on your ration from participating in a harvest or going down to waterside and looking for oysters, or maybe handouts from benevolent Druids and Nobles (chances slim there) You will do unpleasant jobs ordered of you and do even worse jobs for poor pay by other commoners. (Anybody seen “worst jobs in history?” youtube it!)

b. Semi-skilled/employed peasants: Regular jobs, employed by the Master peasants. Still pretty low pay, something like apprentices, but once here you’ve a strong grounding and enough food in your stomach to look around and peruse your options.

C. Skilled/Master peasants: of which there are 7 (7 is an important number in Dark Isle)

1. Baker/Brewer (Food Maker)
2. Blacksmith
3. Carpetner (unoccupied)
4. Potter (no not Harry) (watcher )
5. Tanner (unoccupied)
6. Un-known (these two have not been specified, so if you’ve a good idea, please speak to a GM!)
7. Un-known
These positions are something of village elders, with one voted (or muscled in) village Elder, currently Mahid Aeghin, the Blacksmith. These people have a small level of power, but nothing when compared to the might of the Nobles!

2. Nobles:
There are currently two clan of Nobles who are experiencing an uneasy truce. Each clan wields differing forms of power, one specialises in being Warriors, the other in being Political.
Each clan has been gifted, by the druids, special powers!
One clan has the ability to shape change into animals, the other has the ability to control animals! (Currently one group can *become* Dragons, the other can fly Dragons –Scripted by Havoc Rau, who if your Gorean, you’ll know of.)
Each of the current leaders of the Noblemen Clans has semi-legitimate claims to the throne, and therein lies the struggle, each is trying to outmanoeuvre the other to power!
Also note: The Noblemen receives tributes from the peasants, and are many times more powerful than them, and therefore their lives are many times more at risk!
Noblemen also pray and pay homage to the Druids, because without the blessing of the Druids, very little could happen!


3. Druids:
There are Seven Druids, of which one is the Arch Druid. These Seven can have up to two apprentices, and the only way an apprentice becomes a Druid is when a Druid dies.
The Druids are by *far* the most powerful humans on the island, they are often in direct communication with the gods!
Magic is convoluted and confusing, enough to make this poor peasants head swim. It is also mid-construction, so in this section above all others, what I say here and now isn’t law.
As the current head Druid states: “A lot of what we’re going to do is purely by ear and by luck”

----- END QOUTE -----