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ValguarneraMon 29-Jan-07 02:51 PM
Member since 04th Mar 2003
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#557, "(Old) CF Ads."
Edited on Mon 29-Jan-07 02:56 PM

          

I'm partially archiving these here for my own convenience, but also to help along discussion on Gameplay or AskAnImm as far as what sorts of angles we'd like to continue exploring.

Note: Most of these included lots of links, which break when I paste them here, as does any use of color. I'll try to patch them up at some point, but for now I'm aiming to get the text in.

valguarnera@carrionfields.com

  

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Reply I know there's more., Valguarnera, 29-Jan-07 03:13 PM, #13
Reply Orctoberfest! (12/16/05), Valguarnera, 29-Jan-07 03:11 PM, #12
Reply Carrion Fields Goes Wild! (9/1/06), Valguarnera, 29-Jan-07 03:07 PM, #11
Reply Did someone say... thieves? (8/20/04), Valguarnera, 29-Jan-07 03:06 PM, #10
Reply Established, challenging RP/PK MUD (10/20/03), Valguarnera, 29-Jan-07 03:05 PM, #9
Reply Adventure, conflict, and intrigue! (2/18/05), Valguarnera, 29-Jan-07 03:04 PM, #8
Reply 9th birthday! (1/2/03), Valguarnera, 29-Jan-07 03:03 PM, #7
Reply The Top-Ranked Mandatory RP MUD (2/9/06), Valguarnera, 29-Jan-07 03:02 PM, #6
Reply The 100% free game that has it all! (1/7/06), Valguarnera, 29-Jan-07 03:01 PM, #5
Reply By what name do you wish to be mourned? (7/9/04), Valguarnera, 29-Jan-07 03:00 PM, #4
Reply Legacies of the Macalla, Warrior enhancements, unique t..., Valguarnera, 29-Jan-07 02:59 PM, #3
Reply By what name will you be mourned? (1/24/03), Valguarnera, 29-Jan-07 02:57 PM, #2
Reply 100% XP day on Carrion Fields! (3/31/06), Valguarnera, 29-Jan-07 02:54 PM, #1

ValguarneraMon 29-Jan-07 03:13 PM
Member since 04th Mar 2003
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#570, "I know there's more."
In response to Reply #0


          

TMS's search engine doesn't seem to do exactly what it says it does. We also have ads posted at other sites, but I think we cross-posted to TMS most of the time.

valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 03:11 PM
Member since 04th Mar 2003
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#569, "Orctoberfest! (12/16/05)"
In response to Reply #0


          

Original: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=810;hl=orc

I know. You've played some other game that allowed you to play as an orc. It meant "+1 Strength, -1 Charisma" and little else. You drank tea with elves and helped them get something called 'k3wl l3wt'. I know how sad it was for you. But it is time to bury those memories.

http://www.carrionfields.com>Carrion Fields has had http://www.carrionfields.com/Help/Classes/Berserker.html>orcs for some time. Some notable facts about our orcish friends:

- Orcs may choose from any of the following classes: Berserker.
- Orcs begin belonging to the Grinning Skull Village. On one hand, you automatically have a cohort of other orcs with significant common interests and enemies. On the other hand, it's a motley heap of backstabbing goons with pea-like brains, led by the orc whose only qualification for governance is that he killed the last sap who became Chieftain. The village shaman is also available, mostly to call you worthless. Orcs may also seize the Items of Power from organized cabals, robbing them of their power so long as they can keep them in their dark shrine.
- Orcs have many unique skills not available to any other profession. Other professions lack an orc's pragmatic approach to life. They lack an appreciation of the finer points of biting people in the face, among other things. Hiding non-pointy objects by ingesting them and later regurgitating them. Drawing the blood out of corpses for later consumption. Enslaving weaker orc-kin, at least until they think they can murder you. The proper use of swamp leeches. Demanding that lesser orc-kin give you stuff, at least until they think they can murder you. Poisoning sharp weapons with their own blood. Hiding behind other people in combat. Eating dead bodies, even if they've been out in the sun a bit. The list goes on. Did I mention taunting? Everyone loves taunting.
- Orcs prioritize offense. Successful orcs know that if you hit people repeatedly with large, heavy objects enough, they will stop hitting you back, thus obviating the need for such trivialities as defense. That second arm isn't for some sissy shield. It's for holding a second large, heavy object.
- Orcs prioritize self-preservation. Less enlightened races incorrectly interpret this as cowardice. Orcs tend to panic and disengage combat if hit hard. Fortunately, growing up as an orc also teaches you to take a serious beating, and orcs are notoriously hardy. It also teaches you to conceal yourself in the type of lovely real estate orcs tend to be
in possession of: caves and swamps. Concealing yourself is not only handy for self-preservation, but it often lets you clock people in the back, which is a very good angle from which to clock people. Especially if they just walked into one of the traps you set.
- Orcs do not get Christmas cards. Orcs have few, if any, reliable allies outside of their village. The most unsavory of villains will occasionally permit them to stand nearby, but at a safe distance. A laundry list of other groups views orcs as somewhere between "an abomination to be purged from the lands" to "an abomination to be avoided".

Now, that was already a lot of orcishness. But we decided to add around a couple dozen more skills this week. (Why? We're frickin' Carrion Fields. That's why.) Orcs who have risen above the rabble may join one of the factions within the Village:

- Mamlauk: This is about as close as close as the Village has to a standing army. Mamlauks gain an array of skills dealing in the fine arts of hitting people with especially heavy weapons. Four-pound swords are cute for children, but no self-respecting Mamlauk would clean his ear with one. Well, maybe sometimes.

- Mundunugu: While Tremblefist isn't about to teach the rest of you knuckleheads how to be a true shaman (he knows how chief-dom works), his Mundunugus learn a number of rituals, mostly dealing with setting things on fire, making handy stuff out of dead people, and consuming blood in large quantities.

- Shig-Ru: While all orcs are berserkers, Shig-Ru are berserkers. Hitting a Shig-Ru sounds like a good idea, but it mostly just makes them angrier. (You wouldn't like them when they're angry.) If you disarm their weapon, you should make sure there isn't a nearby corpse, lest you suffer the ignominy of getting clubbed to death with a leg. Shig-ru hobbies also include kicking or charging smaller opponents clear out of the fight.

- Skrugga: Skruggas are mostly known for standing behind the three categories of orcs listed above. No one can cower, whine, and duck quite like a Skrugga. This is not to say that they are harmless, but rather that they are more about kicking you while you're on the ground. They also have multiple abilities which are handy in running for their lives, which is handy given their reputation.


Some other points to consider about Carrion Fields:

- Berserkers are one of our sixteen possible classes. Unlike too many other games, each of our classes plays quite differently from one another. See our ad about http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=12;t=655;hl=carrion+fields>thieves for an example of one of the others.
- We're free. Not "free for a while" or "free, but if you pay us you get a super-character with super-armor and a super-weapon". We're the free kind of free. Don't be fooled by what other games call "free". You've seen what those guys did to orcs.
- We'll help you.. I've been told by a number of players that our automated help system is the best one they've ever seen. Plus, we have a large staff to help fill in the blanks and get you started. You can generate a character and begin playing within 3-5 minutes-- no registration or boring character approval process.
- We won't bug you. No one will threaten to shut the MUD down because you didn't vote. (Boy, would that be a silly thing to do.) We won't ask for your email address. No one will interrupt your play to ask you to donate money. You're here for advertising. You're there to play a damn fine game.
- See http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?act=ST;f=12;t=636;hl=carrion+fields>here for a broader summary of how we do things, or just head to our http://www.carrionfields.com>website and our http://www.carrionfields.com/Help/creation.html>guide to character creation.
valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 03:07 PM
Member since 04th Mar 2003
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#568, "Carrion Fields Goes Wild! (9/1/06)"
In response to Reply #0


          

Original by Corrlaan: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=666;hl=carrion+fields

Just when you thought it couldn't be possible to add more combinations to our already vast repetoire we went and did it again.

Like a beam of light hitting a prism, our ranger class has been split into a thousand beams of brilliantly colored....alright even I can't stand it anymore.

We split rangers up! It's very cool and of course has resulted in an explosion of said class in our playerbase. Come check it out!

Outdoorsmen, hunters, masters of woodcraft, rangers are the guardians of the wild. In addition to having excellent fighting skills, many are also wielders of some powerful magic. Some rangers have been known to imitate the ferociousness of beasts, fashion mystical staves, and be able to camouflage beyond detection. Their ability to ambush opponents makes them deadly foes. Rumors say they most commonly practice in the forest west of Galadon, north of Arkham, south of Tir-Talath, and in the Emerald Forest.

While rangers most commonly roam the forests and woodlands, rangers thrive in a variety of environments, both harsh and mild. The forests, plains, marshes, deserts, mountains, caves, and seas are all the domain of the ranger, although each calls one home above all the rest.

Rangers also boast a variety of expertise; rugged survivalist, the well- traveled explorer, the cunning hunter, the fierce savage, the wild beastmaster, and the mystical animist.

The prime stat of a Ranger is Strength though humans and half-breeds can choose their prime stat, and some of their abilities are: Fashion Staff, Ambush, Camouflage, Herbs, Bark Skin, Butcher, and Creep.

Rangers generally become more comfortable with their skills as they spend more and more time within the wilderness, away from cities.

Cloud Giants, Humans, Elves, Wood-Elves, Half-Elves, Half-Drows and Felar make versatile rangers. Storm Giants, Fire Giants, Dark-Elves, Arials, Gnomes, and Svirfneblin can also become rangers with certain restrictions.

See also: EXPERTISE HOMETERRAIN PLAINSRUNNER MARSHDWELLER FORESTER BEDOUIN CAVERNDWELLER MARINER MOUNTAINEER SURVIVALIST SAVAGE BEASTMASTER HUNTER ANIMIST EXPLORER

Here is our helpfile for rangers alluding to the different styles and expanded race choices. You can visit our official website to learn more, or better yet. Come and play.

www.carrionfields.com
thera.carrionfields.com 999
206.44.136.67 999

See you in the fields!

valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 03:06 PM
Member since 04th Mar 2003
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#567, "Did someone say... thieves? (8/20/04)"
In response to Reply #0


          

Original: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=898;hl=carrion+fields

Someone asked on a recent thread about rogues. If you've played stock MUDs, you've probably come to think of thieves as "weak warriors with Hide and Steal". Thus, you probably begin yawning at their mention. But alas, there is hope for fans of thieves.

See, the word "thief" can mean a lot of things on Carrion Fields. We're fond of plugging our intra-class diversity, and thieves are an example of that. It's very similar to a classless system within a class system- they're all "thieves", but you'd never know it if you compared the skills and daily lives of two very different ones.

Broadly, different guilds train different types of thieves. For example, one guild might specialize in poisons. They could teach you some basics (using a dagger, hiding in shadows, etc.), but they're really good for teaching you some concoction and application skills. One you have those, you can explore a bit, and find the kind of well-hidden shops and natural sources of ingredients for poisons. From there, you can experiment with different combinations of ingredients ("One vial of whisper spider venom, one dose of marshweed paste, a touch of jellyfish toxin...", and test the effects. (Like the rare and feared Mind Control toxins, which drug a victim into a hypnotic state, and render them vulnerable to the power of suggestion.. the thief's most diabolical whisper might become a battle of wills.)

Now, different guilds may also have political structures. You might swear fealty to the Bandit King of Hamsah Mu'Tazz, begin donating money and goods to the guild's coffers, and earn yourself protection and alliance within that desert town. (This is useful, since the Sultan of Hamsah Mu'Tazz has a particularly draconian outlook on the law, and you may very well need those allies.) however, don't expect any favors from the Kingpin of Galadon, or any of the henchmen he has lurking just out of your vision. The Bandit King might let you know that Saraiyah (the local guildmaster) knows just about everything about the fine art of kidnapping- knocking your mark out, tying them up, transporting them where you want them, and maybe robbing them blind on the way.

But Saraiyah doesn't know a thing about poisons, you see. All that stuff I talked about above, with the poisons? That's one guild. We've got a bunch. Of course we do. We're frickin' Carrion Fields.

"But I wanted to learn about poisons, and I just spent all that time learning all these binding skills!" I hear you. That whole paragraph about poisons above did sound pretty cool. I feel your pain. But fear not... just find a guildmaster who's willing to teach you. You can mix and match all you like... if you pay the price. See, that thief over there who does nothing but learn about kidnapping is going to be daaamn good at it. You can dabble in poisons, and maybe come up with some combination skills ("It can be pretty hard to knock out a giant with brute force... maybe I could concoct some basic knockout poisons to help me out there."), but it'll take a little away from your life as a pure kidnapper.

Joining one of these guilds isn't the end of who you are, either. We're a roleplaying game, and multi-dimensional characters are the order of the day. You can be a guild member in good standing, and a member of a cabal like the Scions of Eternal Night, and a marked devotee of a religion, and an active bounty hunter, and.... Right. Thieves. I digress.

Like your thief burly and deadly with a knife? We got that. Got the patience to design traps from hundreds of possible components? We got that. See yourself as the smooth, sly type who knows every nook and cranny of our sprawling cities? We.... yeah, you get the point. I don't even know how many thief skills we have total, other than "a whole lot".

So stop by, and try to rob, lie, sneak, intimidate, hide, and smoove your way to the top. Just leave your RL money at home, because Carrion Fields is absolutely free(*). And if you get stabbed, blackballed out of your guild, outfoxed, or otherwise flummoxed (**)... well, our name is a good indication that we're not afraid of a little rough play. Get back on your feet, realize it's a level playing field where you can do anything they can, and plot your revenge. We wouldn't have it any other way.

And.. oh, yeah. I wrote all that about thieves. Thieves are one class. We have 16. Come by and look.

http://www.carrionfields.com>The Carrion Fields Website

(Or just pop onto www.carrionfields.com, port 9999. There's no lengthy account process.... no credit card... no pre-approval waiting... you can just play.)

(*) And by "free", we mean "RL money has zero impact on the game. It won't do you a #### bit of good. No subscriptions. No fees. No arms race of paying for perks." We like to use that definition of "free". Don't be fooled by other definitions of it!

(**): I admit that I just like saying "flummoxed".
valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 03:05 PM
Member since 04th Mar 2003
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#566, "Established, challenging RP/PK MUD (10/20/03)"
In response to Reply #0


          

Original: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=84;hl=carrion+fields

I will forego explaining all of the basics. Suffice to say that Carrion Fields has all of the things you would expect from a MUD that has prospered for nine and a half years. Our target audience is composed of mature players who like a real challenge.

Some highlights that should be important to players thinking about trying another MUD:

- We're dynamic and hungry. In just the last month or so, we've added five areas totaling roughly 700 rooms, packed with quests, traps, treasures, and challenges. They also bring a level of detail that frankly isn't common elsewhere. And like all of our areas, they were written expressly for us. No ugly, boring stock here!

In that time frame we've also expanded our In-Character law enforcement, and added a cluster of new abilities to our Transmuter class, among a host of other improvements. And when we add a new spell, it's not "Fireball with a new damage message!". When we say "new", we mean "new".

- We’re a roleplaying MUD. The only OOC channel in the game is used for answering questions for new players at the lowest of levels. After that, everything is designed to be immersive and In Character- no distracting chatter about politics or celebrities, and no suffering through "d00dspeek". We host a full pantheon of detailed religions, a number of cabals (including one based on building our history and providing events for top-notch roleplay), and have a varied and unique series of rewards. Our staff of 30+ Immortals maintains the environment and keeps everyone roleplaying with frequent quests and interactions. And you can make your mark- our in-game libraries are filled with page after page of player-authored contributions and historic tributes.

- We’re a PK MUD. Not only do we feature a huge array of abilities, but each class plays in a unique manner. That Maran high-elven sword/dagger specialist who employs Incarnadine Wave and Flow of Shadows is going to be so different from that Scion fire giant mace/axe specialist who uses Crashing of Waves and Trapping Beneath Thunder, that you will probably forget they are both members of the warrior guild. And yet, we religiously adjust and re-adjust things so that the game balance stays tightly focused, and every dog can and does have their day. New players always ask what is the "best" character to play. Old players know there is no answer.

- We have a veteran playerbase. Being up since 1994 means that many of those 100+ people you see in the evenings are lightning-quick killers who can change gears and lecture you on the finer points of the history of law enforcement in Galadon. Our 24,000+ rooms won't feel so big when you're trying to hide from them, or when one swoops to your rescue.

- We have an equally veteran staff. Professional treatment. Swift and just enforcement of our rules. Fast attention to bugs. Constant development. Top-notch original areas. Piles of easily indexed helpfiles. Detailed, epic quests rooted deep in our world's history.

- We are 100% free. No 30-day trials. No varying levels of service- we value every rule-abiding player. No gear for dollars. No hidden fees. We won't bribe or force you to vote for us on Top Mud Sites. Everyone plays on a level field- if that guy just beat you down, or got picked to be Captain of the BattleRagers over you, it's because he's better, and not because he had an extra $50 to spend or because he's an "Iridium" member.

- We're tough. Not tough as in "It takes 500 hours of mashing the same two kinds of goblins to build a character who is any good at anything." Tough as in our areas and rules encourage fierce competition. Many items exist in finite numbers, and if you want that shiny sword over there, you might just have to rip it out of another player's cold, dead hands. Tough as in the mind-hurting twists and puzzles of Kteng's Laboratory or Nyathl Ikalith, the Silent Tower, some of which have been in for years without any player fully unlocking the innermost secrets. Tough as in you won't be fighting NPCs who are just skill-less tackling dummies outside of the first few newbie areas. Tough as in we show cheaters the door. Tough as in you'll look up from your screen, realize you've been with us for a year, and still be baffled at all the facets of the game you haven't experienced or mastered yet. Tough as in two seconds to think is often one more than you had.

- We welcome new players. We have a specific newbie channel for helping you learn the ropes, and a custom Academy area with dozens of small quests to help teach you the game. 1400+ help files and a staff that knows exactly which one to point you to when you're having trouble. A website with tons of frequently updated information and a forum specifically for helping new players get over the initial hurdles. You'll still die a lot (see "We're tough.", above), and we won't spoon-feed you, but you'll learn a little more each time until you're the one they're running from. If it was easy, it'd be boring, you know.

Questions? Check out our website at http://www.carrionfields.com>www.carrionfields.com today. Browse around, ask a few questions on the New Player forum, or just log in to carrionfields.com 9999 and jump in with both feet.

valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 03:04 PM
Member since 04th Mar 2003
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#565, "Adventure, conflict, and intrigue! (2/18/05)"
In response to Reply #0


          

Original by Amaranthe: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=916;hl=carrion+fields

If you are a well-rounded gamer who enjoys all aspects of a good roleplaying game, then Carrion Fields is the MUD for you. Here at the Carrion Fields, players enjoy a vast world where fierce conflict, complex storytelling, and political intrigue all meet in splendidly detailed domains filled with enchanted wonders to explore and enjoy at every level of play.

Select one of our sixteen classes and seventeen races and begin your journey, choosing your allies and your enemies as you go. Throw back a stein of ale at the Inn of the Eternal Star, a crossroads of destiny where adventures can relax or socialize. Adventure to places like the mysterious Loch Grynmear where an intriguing quest can be slowly unraveled by sharp wits and courage, or face monsters and mystery in the depths of the Violet Woodland.

When you tire of wild adventures and your pockets bulge with coin, visit some of Thera's bustling towns, such as our newest addition, Voralian City, a shining bastion of wonder. Commission the local jeweler to fashion a custom-made trinket, or visit the Master Frinigan's Toy Shop and purchase any number of unique playthings suitable for creative game-playing with others. Talk to some of the locals - a wide variety of responsive NPCs, about the city's history or local places of interest. Here in one of Thera's fine cities, player-character Magistrates serving the Blood Tribunal establish justice and enforce law along with the local peacekeeping force, but don't let your guard down too much! Murderers and thieves still lurk about ready to risk criminal status. Should you find yourself down on your luck, your guildmaster can help outfit you again with basic provisions, and the charitable Voralian City soup kitchen offers free soup to the poor and hungry.

But the wonders don't end at the city's limits! Keep exploring and you'll find virtually endless adventure, conflict, and companionship in the Carrion Fields! Affiliate yourself with one of several cabals for allies and power, or go it alone and avoid the trials and burdens of cabal raids and warfare. Offer your service to one of the staff-controlled gods or goddesses of Thera's dynamic pantheon, become a famous hero, or a notorious bounty hunter. The possibilities are endless, but don't expect to achieve greatness too quickly. The trials of the Carrion Fields, both in strategy and roleplay, can keep challenging players for years to come.

As one of our seasoned staff members puts it, "Carrion Fields is tough." It is, however, also an extremely rewarding and satisfying game, with many friendly staff members and resources to welcome new players into the fold as you begin your journey into a world that will challenge you in ways you may never have thought possible in a roleplaying game.
valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 03:03 PM
Member since 04th Mar 2003
6904 posts
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#564, "9th birthday! (1/2/03)"
In response to Reply #0
Edited on Mon 29-Jan-07 03:03 PM

          

Original: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=981;hl=carrion+fields

I will forego explaining all of the basics. Suffice to say that Carrion Fields has all of the things you would expect from a MUD that has prospered for nine years.

Some highlights that should be important to players thinking about trying another MUD:

- We're dynamic and hungry. In the last two weeks, we've added 7 new skills and spells, a new town full of artisans and poets, and completely reworked the personalities of our array of conjured demons. (Note: None of our conjured NPCs are just stock 'pets' with new names. They act independently, and don't respond to orders. They grow more effective as you keep them pleased, and may turn on you if you try to coax them into doing things they aren't comfortable with.) We've run a small pile of quests ranging from the small (Scions of Eternal Night corrupting some natural terrain so they can better defend it) to large (priests of Nazmorghul beings repulsed in their bid to destroy the elven city of Darsylon).

- We’re a roleplaying MUD. The only OOC channel in the game is used for answering questions for new players at the lowest of levels. After that, everything is designed to be immersive and In Character- no distracting chatter about politics or celebrities. We host a full pantheon of detailed religions, a number of cabals (including one based on building our history and providing events for top-notch roleplay), and have a varied and unique series of rewards. A staff of 30+ Immortals maintains the environment and keeps everyone roleplaying with frequent quests and interactions. And you can make your mark- our in-game libraries are filled with page after page of player-authored contributions and historic tributes.

- We’re a PK MUD. Not only do we feature a huge array of abilities, but each class plays in a unique manner. That Maran high-elven sword/dagger specialist who employs Incarnadine Wave and Flow of Shadows is going to be so different from that Scion fire giant mace/axe specialist who uses Crashing of Waves and Trapping Beneath Thunder, that you will probably forget they are both members of the warrior guild. And yet, we religiously adjust and re-adjust things so that the game balance stays tightly focused, and every dog can and does have their day. New players always ask what is the "best" character to play. Old players know there is no answer.

- We have a veteran playerbase. Being up since 1994 means that many of those 100+ people you see in the evenings are lightning-quick killers who can change gears and lecture you on the finer points of the history of law enforcement in Galadon. Our 24,000+ rooms won't feel so big when you're trying to hide from them, or when one swoops to your rescue.

- We have an equally veteran staff. Professional treatment. Swift and just enforcement of our rules. Fast attention to bugs. Constant development. Top-notch original areas. Piles of easily indexed helpfiles. Detailed, epic quests rooted deep in our world's history.

- We are 100% free. No 30-day trials. No varying levels of service- we value every rule-abiding player. No gear for dollars. No hidden fees. We won't bribe or force you to vote for us on Top Mud Sites. Everyone plays on a level field- if that guy just beat you down, or got picked to be Captain of the BattleRagers over you, it's because he's better, and not because he had an extra $50 to spend or because he's an "Iridium" member.

- We're tough. Not tough as in "It takes 500 hours of mashing the same two kinds of goblins to build a character who is any good at anything." Tough as in our areas and rules encourage fierce competition. Many items exist in finite numbers, and if you want that shiny sword over there, you might just have to rip it out of another player's cold, dead hands. Tough as in the mind-hurting twists and puzzles of Kteng's Laboratory or Nyathl Ikalith, the Silent Tower, some of which have been in for years without any player fully unlocking the innermost secrets. Tough as in you won't be fighting NPCs who are just skill-less tackling dummies outside of the first few newbie areas. Tough as in we show cheaters the door. Tough as in you'll look up from your screen, realize you've been with us for a year, and still be baffled at all the facets of the game you haven't experienced or mastered yet. Tough as in two seconds to think is often one more than you had.

- We welcome new players. We have a specific newbie channel for helping you learn the ropes, and a custom Academy area with dozens of small quests to help teach you the game. 1400+ help files and a staff that knows exactly which one to point you to when you're having trouble. A website with tons of frequently updated information and a forum specifically for helping new players get over the initial hurdles. You'll still die a lot (see "We're tough.", above), and we won't spoon-feed you, but you'll learn a little more each time until you're the one they're running from. If it was easy, it'd be boring, you know.

Questions? Check out our website at http://www.carrionfields.com>www.carrionfields.com today. Browse around, ask a few questions on the New Player forum, or just log in to carrionfields.com 9999 and jump in with both feet.

valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 03:02 PM
Member since 04th Mar 2003
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#563, "The Top-Ranked Mandatory RP MUD (2/9/06)"
In response to Reply #0


          

Original by Aarn: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=885;hl=carrion+fields

The Carrion Fields has been operating and evolving since 1994. We have countless features available for you to play with, and outstanding customization options for your characters. CF is a competetive PK mud, with well-balanced classes, races and cabals. That said, however, I wont go into detail on those things for you here - every mud does that in their advertisements. If you really want to learn about the specifics of playing at CF, visit our forums or log on and check it out. Instead, I'll give you two simple reasons you should play Carrion Fields:

1. CF is the top-ranked MUD on both Top Mud Sites and The Mud Connector with enforced, mandatory roleplay. If you want to be free from "Kewl, u want 2 level d00d?", CF is the place for you. If you would prefer to chat about your new video card with your group while killing monsters, then please go play those other MUDs.

2. CF is free. Not free as in "Free to log in then get beat around by the people who pay hundreds of dollars buying irrevokable perks for their characters." I mean free as in "Real-life money has NO affect on gameplay in our world in any way, ever."

And those are the reasons you should give Carrion Fields a try. I'm confident that once you do, you'll find our comprehensive helpfile system, acompanied by our newbie channel and helpful staff, will make getting into the CF style of MUDing a piece of cake.

valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 03:01 PM
Member since 04th Mar 2003
6904 posts
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#562, "The 100% free game that has it all! (1/7/06)"
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Original by Amaranthe: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=426;hl=carrion+fields

If you want fierce conflict, quality roleplaying, and engaging quests in an all-original environment, try the Carrion Fields!

Some key points:

We Have it All! A MUD for the eccletic gamer. A 12-year history and diverse staff has created a robust world that emphasizes all aspects of gaming; achivement, social, exploration, and competition. This is backed up by character advancement that is earned through several types of experience; combat, quest, achivement, commerce, exploration, observation, and roleplaying.

Variety, Variety, Variety! The benefits of a class-based system with plenty of room for customization through balanced class options. Warriors specialize in weapons and choose legacy fighting styles, mages focus their magical studies to suit their style, bards can choose from several repertoires, priests earn their supplications from select deities, and more! All this is in addition to our 15 classes and 17 races - as well as 8 cabals that can be joined post-creation for companionship, conflict, and power.

Easy to Play - Challenging to Master Over the years we've been committed to making the Carrion Fields a newbie-friendly MUD, including honing our commands to be intuitive and responsive to players from a variety of gaming backgrounds, a newbie Academy packed with information and quests to help acclimate you to the game, and an extensive help file system. But don't let that fool you! Our game is packed with challenge. Even the most veteran players have quests yet to be solved, enemies yet to be conquered, and strategies yet to be learned.

Always 100% Free We maintain a strict commitment to providing free play. No player ever pays a dime for access to any content or perks in the game.

For more information, visit the Official Carrion Fields web page, or jump right in at carrionfields.org 9999!

valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 03:00 PM
Member since 04th Mar 2003
6904 posts
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#561, "By what name do you wish to be mourned? (7/9/04)"
In response to Reply #0


          

I will forego explaining all of the basics. Suffice to say that Carrion Fields has all of the things you would expect from a MUD that has prospered for over ten years.

Some highlights that should be important to players thinking about trying another MUD:

- We're dynamic and hungry. Check out http://forums.carrionfields.com/dc/dcboard.php?az=show_topics&forum=7>our history forum for some recent developments. Just this month, we also completed a full upgrade of our hardware, and the game runs faster and cleaner than ever. In the last month, we've added two full areas (Keep of the Fhaulagash and Gol'Galath), and just like all of our areas, they are written specifically for Carrion Fields. No ugly stock areas here! On top of that, we've opened new shops, added automated quests, and otherwise spiffed up a bunch of our existing areas. Check out our new Commerce system as well- build a reputation as a successful merchant!

- We’re a roleplaying MUD. The only OOC channel in the game is used for answering questions for new players at the lowest of levels. After that, everything is designed to be immersive and In Character- no distracting chatter about politics or celebrities. We host a full pantheon of detailed religions, a number of cabals (including one based on building our history and providing events for top-notch roleplay), and have a varied and unique series of rewards. A staff of 30+ Immortals maintains the environment and keeps everyone roleplaying with frequent quests and interactions. And you can make your mark- our in-game libraries are filled with page after page of player-authored contributions and historic tributes.

- We’re a PK MUD. Not only do we feature a huge array of abilities, but each class plays in a unique manner. That Maran high-elven sword/dagger specialist who employs Incarnadine Wave and Flow of Shadows is going to be so different from that Scion fire giant mace/axe specialist who uses Crashing of Waves and Trapping Beneath Thunder, that you will probably forget they are both members of the warrior guild. And yet, we religiously adjust and re-adjust things so that the game balance stays tightly focused, and every dog can and does have their day. New players always ask what is the "best" character to play. Old players know there is no answer.

- We have a veteran playerbase. Being up since 1994 means that many of those 80+ people you see in the evenings are lightning-quick killers who can change gears and lecture you on the finer points of the history of law enforcement in Galadon. Our 24,000+ rooms won't feel so big when you're trying to hide from them, or when one swoops to your rescue.

- We have an equally veteran staff. Professional treatment. Swift and just enforcement of our rules. Fast attention to bugs (see http://forums.carrionfields.com/dc/dcboard.php?az=show_topics&forum=17>our bug forum). Constant development. Top-notch original areas. Piles of easily indexed helpfiles. Detailed, epic quests rooted deep in our world's history.

- We are 100% free. No 30-day trials. No varying levels of service- we value every rule-abiding player. No gear for dollars. No hidden fees. We won't bribe or force you to vote for us on various websites. Everyone plays on a level field- if that guy just beat you down, or got picked to be Captain of the BattleRagers over you, it's because he's better, and not because he had an extra $50 to spend or because he's an "Iridium" member.

- We're tough. Not tough as in "It takes 500 hours of mashing the same two kinds of goblins to build a character who is any good at anything." Tough as in our areas and rules encourage fierce competition. Many items exist in finite numbers, and if you want that shiny sword over there, you might just have to rip it out of another player's cold, dead hands. Tough as in the mind-hurting twists and puzzles of Kteng's Laboratory or Nyathl Ikalith, the Silent Tower, some of which have been in for years without any player fully unlocking the innermost secrets. Tough as in you won't be fighting NPCs who are just skill-less tackling dummies outside of the first few newbie areas. Tough as in we show cheaters the door. Tough as in you'll look up from your screen, realize you've been with us for a year, and still be baffled at all the facets of the game you haven't experienced or mastered yet. Tough as in two seconds to think is often one more than you had.

- We welcome new players. We have a specific newbie channel for helping you learn the ropes, and a custom Academy area with dozens of small quests to help teach you the game. 1400+ help files and a staff that knows exactly which one to point you to when you're having trouble. A website with tons of frequently updated information and a forum specifically for helping new players get over the initial hurdles. You'll still die a lot (see "We're tough.", above), and we won't spoon-feed you, but you'll learn a little more each time until you're the one they're running from. If it was easy, it'd be boring, you know.

Questions? Check out our website at http://www.carrionfields.com>www.carrionfields.com today. Browse around, ask a few questions on the New Player forum, or just log in to carrionfields.com 9999 and jump in with both feet.
valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 02:59 PM
Member since 04th Mar 2003
6904 posts
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#560, "Legacies of the Macalla, Warrior enhancements, unique t..."
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Original: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=109;hl=carrion+fields

One of the many recent changes to Carrion Fields was the addition of the 36 Legacies of the Macalla to the warrior class. Initially handed down from an ancient order of warrior-monks to warriors who proved themselves in honorable competition, their techniques have become more widely known, and available to all warriors of sufficient standing in their guild.

While our warriors could already customize their characters in a number of ways, the addition of Legacies to their repertoire lets each one choose how they want to enhance their strengths and cover their weaknesses. From finesse maneuvers such as Space Between Heartbeats, to the shrewd tactical sense of Striking the Shadow's Footfall, to the savage force of Greeting the Avalanche, each warrior can find ways that suit their style, complement their primary and secondary weapon specializations, and let them wage their battles the way they want to.

To get a taste for them, see http://www.carrionfields.com>the Carrion Fields official website. To get your hands bloody, log on to carrionfields.com, port 9999.

Carrion Fields is a unique, roleplay-mandatory MUD with PK allowed among characters of similar strength. It has a large playerbase, stable code, constant improvements, quests, cabals, and much more, and there are no fees or difficult registration processes to hinder your playing time. With more than 8 years of experience, our staff of 30+ immortals prides itself on developing the unique, balanced, challenging improvements that make CF one of the more popular MUDs.
valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 02:57 PM
Member since 04th Mar 2003
6904 posts
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#559, "By what name will you be mourned? (1/24/03)"
In response to Reply #0


          

Original: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=636;hl=carrion+fields

I will forego explaining all of the basics. Suffice to say that Carrion Fields has all of the things you would expect from a MUD that has prospered for over eight years.

Some highlights that should be important to players thinking about trying another MUD:

- We’re a roleplaying MUD. The only OOC channel in the game is used for answering questions for new players at the lowest of levels. After that, everything is designed to be immersive and In Character- no distracting chatter about who’s going to win the Super Bowl. We host a full pantheon of detailed religions, a number of cabals (including one based on building our history and providing events for top-notch roleplay), and have a varied and unique series of rewards. A staff of 30+ Immortals maintains the environment and keeps everyone roleplaying with frequent quests and interactions. And you can make your mark- our in-game libraries are filled with page after page of player-authored contributions and historic tributes.

- We’re a PK MUD. Not only do we feature a huge array of abilities, but each class plays in a unique manner. That Maran high-elven sword/dagger specialist who employs Incarnadine Wave and Flow of Shadows is going to be so different from that Scion fire giant mace/axe specialist who uses Crashing of Waves and Trapping Beneath Thunder, that you will probably forget they are both members of the warrior guild. And yet, we religiously adjust and re-adjust things so that the game balance stays tightly focused, and every dog can and does have their day. New players always ask what is the "best" character to play. Old players know there is no answer.

- We have a veteran playerbase. Being up since 1994 means that many of those 100+ people you see in the evenings are lightning-quick killers who can change gears and lecture you on the finer points of the history of law enforcement in Galadon. Our 24,000+ rooms won't feel so big when you're trying to hide from them, or when one swoops to your rescue.

- We have an equally veteran staff. Professional treatment. Swift and just enforcement of our rules. Fast attention to bugs. Constant development. Top-notch original areas. 1400+ easily indexed helpfiles. Detailed, epic quests rooted deep in our world's history.

- We are 100% free. No 30-day trials. No varying levels of service- we value every rule-abiding player. No gear for dollars. No hidden fees. We won't bribe or force you to vote for us on Top Mud Sites. Everyone plays on a level field- if that guy just beat you down, or got picked to be Captain of the BattleRagers over you, it's because he's better, and not because he had an extra $50 to spend or because he's an "Iridium" member.

- We're tough. Not tough as in "It takes 500 hours of mashing the same two kinds of goblins to build a character who is any good at anything." Tough as in our areas and rules encourage fierce competition. Many items exist in finite numbers, and if you want that shiny sword over there, you might just have to rip it out of another player's cold, dead hands. Tough as in the mind-hurting twists and puzzles of Kteng's Laboratory or Nyathl Ikalith, the Silent Tower, some of which have been in for years without any player fully unlocking the innermost secrets. Tough as in you won't be fighting NPCs who are just skill-less tackling dummies outside of the first few newbie areas. Tough as in we show cheaters the door. Tough as in you'll look up from your screen, realize you've been with us for a year, and still be baffled at all the facets of the game you haven't experienced or mastered yet. Tough as in two seconds to think is often one more than you had.

- We welcome new players. We have a specific newbie channel for helping you learn the ropes, and a highly customized Academy area with dozens of small quests to help teach you the game. 1400+ help files and a staff that knows exactly which one to point you to when you're having trouble. A website with tons of frequently updated information and a forum specifically for helping new players get over the initial hurdles. You'll still die a lot (see "We're tough.", above), and we won't spoon-feed you, but you'll learn a little more each time until you're the one they're running from. If it was easy, it'd be boring, you know.

Questions? Check out our website at http://www.carrionfields.com>www.carrionfields.com today. Browse around, ask a few questions on the New Player forum, or just log in to carrionfields.com 9999 and jump in with both feet.

valguarnera@carrionfields.com

  

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ValguarneraMon 29-Jan-07 02:54 PM
Member since 04th Mar 2003
6904 posts
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#558, "100% XP day on Carrion Fields! (3/31/06)"
In response to Reply #0
Edited on Mon 29-Jan-07 02:54 PM

          

Original: http://www.topmudsites.com/cgi-bin/ikonboard/ikonboard.cgi?s=45be4f885f02ffff;act=ST;f=12;t=465;hl=carrion+fields

"But Valg, I'm no math major, but that doesn't sound like a very good deal."

See, the thing is... Carrion Fields is run by gamers, not advertising wizards or accountants. And as gamers, we put gameplay, balance, and fairness ahead of gimmicks and bribes. So today, like every other day at Carrion Fields, we're offering 100% XP. You can earn it at 100% normal rate through warfare, commerce, exploration, observation, skill refinement, quests, roleplay, or however else you like, but you aren't going to see us toss out all that game balance stuff to throw you a freebie. You're just going to have to get off your virtual butt and earn it, mister. (Or Ms. We have a sizable number of female players and staff.)

It's also why we don't sell "perks". We want achievement to come from your brain, not your wallet. If you're the Chief Orc in the village, it's because you beat down or out-connived every last one of the competition on a level playing field, not because you wrote us a check. We're FREE, not "free", or free(*). Sign on, and you're wearing the same gear as the guy next to you started with, without any of the hassle of a long registration process. (Just give us a character name, answer a few simple questions, and you're on your way!)

As gamers, we understand that when you sign on, you're with us to play, not watch the MUD equivalent of commercials. We won't interrupt you to advertise, twist your arm to vote, or try to sell you stuff. Roleplaying is a priority, and there's nothing worse for roleplaying than some snake-oil salesman shattering your immersion. It's also why we require it from all characters. Ever try to roleplay when 80% of the room doesn't care? It's a waste of your time, and we're inviting you to a place where your effort will be appreciated and rewarded.

This sense of fairness extends to how you'll be treated by the staff as well. There's no "Super-Diamond-Level Customer Service" with a payment plan and a direct-deposit option. You operate within the same set of rules as everyone else, and you're just as important as the next guy, all without spending a dime. People who break the rules don't get 400 chances because we're hoping to milk a few more bucks out of them. They get shown the door, because we realize that getting rid of one cheater can help us keep more than one honest player.

On another thread, another mud admin asked how we consistently stay near the top of the TMS list without cheating, buying ads, or charging money. This admin asked how we did it, no doubt trying to discover some "trick" to drag back to a flock of waiting accountants in unappealing, homogenous suits. Yuck.

There is no trick. We're not magicians. We're not showmen. We're gamers. A lot of people appreciate a challenging, fair, FREE game, and are willing to click a button to just say "Thanks."

To them, I say "You're welcome! (But we're still not giving you any free XP.)"

valguarnera@carrionfields.com

  

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