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	<title>Dark Isles - Original, Intensive Roleplaying Mud (RPI)</title>
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		<title>Rex Carta, 1087</title>
		<link>http://www.dark-isles.net/2010/06/rex-carta-1087/</link>
		<comments>http://www.dark-isles.net/2010/06/rex-carta-1087/#comments</comments>
		<pubDate>Wed, 16 Jun 2010 07:42:34 +0000</pubDate>
		<dc:creator>Tigerlily</dc:creator>
				<category><![CDATA[Game Info]]></category>

		<guid isPermaLink="false">http://www.dark-isles.net/?p=382</guid>
		<description><![CDATA[Upon the 17th of the fifth season of the year 1087, Dominion Reckoning, the Council of Peers of the prestigious kingdom of Seahaven did proclaim the following, for the good of the kingdom&#8217;s peoples, the prosperity of their lands and the accomplishment of their dreams.
With the end of the Royal Line of Seahaven&#8217;s first king, [...]]]></description>
			<content:encoded><![CDATA[<p><em>Upon the 17<sup>th</sup> of the fifth season of the year 1087, Dominion Reckoning, the Council of Peers of the prestigious kingdom of Seahaven did proclaim the following, for the good of the kingdom&#8217;s peoples, the prosperity of their lands and the accomplishment of their dreams.</em></p>
<p><em>With the end of the Royal Line of Seahaven&#8217;s first king, Rossiam, who became King Stalwart I, the Council has determined that certain neccesary changes must be made unto the kingdom: changes made that the next Line of succession may be one which insures that the kingdom is run properly and smoothly as this new era unfolds around it, with this glorious nation as the centerpiece of success in a troubled time.</em></p>
<p><strong>ON THE MATTER OF Rulership</strong>, the Council of Peers has determined that there shall be henceforth a noted difference between the descendants of Rossiam and those who are elected to the throne by the will of the Council. Both titles may be colloquially referred to as &#8216;King&#8217;, &#8216;Queen&#8217;, &#8216;Monarch&#8217;, or &#8216;Crown&#8217;, as well as possessing the title &#8216;Marquis de Seahaven&#8217; or &#8216;Marchioness de Seahaven&#8217;, however, in the text of the law, those rulers descended from Rossiam shall be known as Rex Dynastum, while those ascending to the throne otherwise shall be known as Rex Regis or Rex Regina, styled &#8216;His/Her/Your Majesty&#8217;. The two shall possess absolute similarity, except as noted here in this charter, and except as determined by future Councils with further Rex Carta&#8217;s.</p>
<p>While Rex Regis has no power to change this charter, or other charters initiated by the Council of Peers under the titling of &#8216;Rex Carta,’ (s)he does have absolute power in other regards.  As sole ruler of the realm, Rex Regis is charged with nuturing, strengthening, and securing the kingdom of Seahaven in all matters political, economic, and military.  Should Rex Regis prove unable to fulfill their duties as ruler, a vote of no-confidence may be initiated by any member of the Council of Peers.  Should a unanimous vote be reached by all members of the Council of Peers, the Rex Regis must resign his seat and allow the Council to choose another Elector.  Should even one Council member vote in support of the Rex Regis, those who have voted against will be obligated to rescind their seats on the Council.</p>
<p>The Rex Regis may not otherwise force the removal of a member of the Council of Peers and in turn, the Council, may make no moves to initiate changes in the ‘Rex Carta’ legislation except during periods where there is no Rex Regis, nor Rex Dynastum.</p>
<p><strong>ON THE MATTER OF Succession</strong>, the Council of Peers has determined that Rex Regis’ natural heir shall be granted the throne, initiating another dynasty, unless a unanimous vote of no-confidence is called in emergency after the death or resignation of the previous Rex Regis.</p>
<p>Should such come to pass, the title shall not pass through blood. Instead, further needs for electing a Rex Regis shall be determined by organized elections by the Council of Peers alone. Candidates for the throne shall come from, and only from, Elector families. The following shall initiate the initial pool of Elector families, and create the base pool by which further Rex Regis shall be picked:</p>
<ul>
<li>Legitimate descendants of any Elector family may place before the council, their claim to the throne as an Elector themselves.</li>
<li>Those who have been recognized in their throne claims, though unsuccessful, as well as their families may place, before the council, their claim to the throne as an Elector.</li>
<li>Those who are related to the lines holding the titles of Marquis de Bregh, Marquis de Aruta, Marquis de Wolfwood or Marquis de Seahaven, though not the title itself, may place, before the council, their claim to the throne as an Elector.</li>
<li>Any member of the Council of Peers, by majority vote of that very same Council, as well as the approval of the current monarch, if one lives, may be ascended to Elector status, and may then place, before the council, their claim to the throne.</li>
<li>Any citizen of common or noble blood who does not qualify to present themselves as an Elector in another way may place a claim before the council IF they are of pure Aartiran descent, can meet the demands of electorship, and obtain the support of at least 50 percent of the members of the Council of Peers.</li>
</ul>
<p>Upon the death or resignation of a Rex Regis, should there be no acceptable heir, the Council of Peers will meet to determine the next Rex Regis from amongst the pool of Elector claims. An Elector need not press his claim, nor can he be nominated against his own will.</p>
<p>For an elector to submit his claim, he must provide a donation of 50L to the city&#8217;s well-being, as well as gather the support of no less than 5 citizens of Seahaven, be they noble or not.</p>
<p>Upon a successful claim to the throne, the potential Rex Regis must sign this charter, to signify his compliance with the restricting terms implied upon him by the words written here.</p>
<p><strong>ON THE MATTER OF Counsel</strong>, the Council of Peers has requested that the Rex Regis shall keep a company of 9 advisors, at all times. Four to be chosen by the Rex Regis himself, and two to be picked by the Council of Peers, and three to be assigned to the post by virtue of position:</p>
<ul>
<li>The top military official other than the Rex Regis himself shall be placed in one such position, to offer counsel with their expertise in the arts of battle.</li>
<li>The head of the city&#8217;s largest mercantile organization shall also be placed in one such position, to offer counsel with their expertise in the knowledge of markets and coin.</li>
<li>The head of the city&#8217;s court bards shall be assigned to the third such position, to offer counsel using their knowledge of the people&#8217;s hearts.</li>
</ul>
<p>These nine shall offer all the wisdom, knowledge and advice that can be mustered from them, with the intent of aiding the Rex Regis in making the most educated decisions possible.</p>
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		<item>
		<title>A New Ruler Is Chosen!</title>
		<link>http://www.dark-isles.net/2010/06/a-new-ruler-is-chosen/</link>
		<comments>http://www.dark-isles.net/2010/06/a-new-ruler-is-chosen/#comments</comments>
		<pubDate>Wed, 16 Jun 2010 07:31:11 +0000</pubDate>
		<dc:creator>Tigerlily</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://www.dark-isles.net/?p=380</guid>
		<description><![CDATA[Midsummer, 1087
After the heartrending assassination of late Queen Eslianne at the Masquerade of 1086, the city of Seahaven fell into disarray.  Tragedy after tragedy befell the city and its people, until anarchy seemed to be the only response.  A man stood up then &#8211; Jarel Armanis, Captain of the Seahaven Watch &#8211; and he shaped [...]]]></description>
			<content:encoded><![CDATA[<p><em>Midsummer, 1087</em></p>
<p>After the heartrending assassination of late Queen Eslianne at the Masquerade of 1086, the city of Seahaven fell into disarray.  Tragedy after tragedy befell the city and its people, until anarchy seemed to be the only response.  A man stood up then &#8211; Jarel Armanis, Captain of the Seahaven Watch &#8211; and he shaped order from  chaos, forcing structured peace on the tormented populace once again.  Though many disapproved of his methods, there was no denying their effectiveness.</p>
<p>Without an heir to the throne, the line of Rossiam, Seahaven&#8217;s first true King, had finally come to an end.  The question became: who will succeed to the throne?  Finally, the Council of Peers began to hold meetings to determine just how this would be done.  It took time, months in fact, but eventually they&#8217;d drafted a new charter for the ruling body of Seahaven and declared a new ruler.  King no more, Seahaven will now and forever more be ruled by the Rex Regis.</p>
<p>The announcement came late on 17th End of Summer, just before sunset:  The man once known as Count Beckett ap Raenold of House Abduros had been chosen by the people and the nobles alike.  The first Regis had been named.  With the coronation still some weeks away,  speculation abounds as to just how the man will take to the throne and how Lord Commander Jarel Armanis will react when the time comes to formally hand over leadership of the city.</p>
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		<title>Channelers</title>
		<link>http://www.dark-isles.net/2010/05/channelers/</link>
		<comments>http://www.dark-isles.net/2010/05/channelers/#comments</comments>
		<pubDate>Sun, 30 May 2010 10:20:33 +0000</pubDate>
		<dc:creator>Carmine</dc:creator>
				<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.dark-isles.net/?p=377</guid>
		<description><![CDATA[There exist a small handful of people born with the ability to percieve and manipulate kha, the spiritual essence of the universe, with the sheer power of their will.  These people are called Channelers, and their power is magic in its purest form.
While Runecasting manipulates ambient kha, the Channeler possesses the ability to draw [...]]]></description>
			<content:encoded><![CDATA[<p>There exist a small handful of people born with the ability to percieve and manipulate kha, the spiritual essence of the universe, with the sheer power of their will.  These people are called Channelers, and their power is magic in its purest form.</p>
<p>While Runecasting manipulates ambient kha, the Channeler possesses the ability to draw a reservoir of kha directly into his or her body, and thus can work feats of spellcraft both more subtle and more powerful than other magi.  Though it brings great power, channeling can also bring great calamity, by disrupting the fabric of the natural world.  It is unclear to most whether the channeler&#8217;s techniques are learned, inspired, or improvised; these magi certainly do not recant the lengthy incantations of the rune-weavers.</p>
<p>The personalities of channelers tend toward extremes, often influenced powerfully by whatever element it is they most often manipulate.  A channeler of fyros might develop a fiery temper, a dwaeos expert might exhibit the serenity of still water, et cetera.  This is by no means a constant, and indeed, it might be more the power of suggestion than the true influence of kha on the mortal mind.  Channelers are known to focus intently on things which cannot be seen, to be enamored or repulsed by sights invisible, and generally to seem slightly out-of-plane with the material world most people experience.</p>
<p>Channelers tend to experience magic in a very potent way.  It is easy to see how absorbing and utilizing the very stuff of life itself can be an addictive and dangerous pastime, and advanced magi usually stress the importance of developing a strong willpower and resilient psyche before drinking too deeply of any source of kha.  Those who do not run the risk of becoming capricious, callous, megalomaniacal, lusty, or unhinged in any number of sundry ways.</p>
<p>Channeling also carries with it the great risk of failure.  When one manipulates the nature of reality, mistakes tend to cause very painful consequences.  Magi tend to get blamed for natural disasters from tsunamis to earthquakes, and the rare appearances of demons throughout history often end up with fingers pointed at mages, the modern Cataclysm no exception.</p>
<p>The power of a Channeler ensures that they will never be ignored, and with such a keenly different way of perceiving the world that most people, their true nature cannot be denied indefinitely.  Many channelers yearn to become &#8216;Aspected,&#8217; to gain a complete understanding of a single one of the eight elements of kha, and history tells of people who succeed, gaining access to the most obscure and potent bilities of their arts, their bodies and minds forever changed by the process.</p>
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		<title>Dryth</title>
		<link>http://www.dark-isles.net/2010/05/dryth/</link>
		<comments>http://www.dark-isles.net/2010/05/dryth/#comments</comments>
		<pubDate>Sun, 30 May 2010 10:18:25 +0000</pubDate>
		<dc:creator>Carmine</dc:creator>
				<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.dark-isles.net/?p=373</guid>
		<description><![CDATA[
Some call them mind-eaters, soultakers, abominations, progeny of Vek sorcery.  Others call them sacred, the Chosen of Melchior.  All agree that they are best avoided, and have no place among civilized people.
Aartiran legend says that in the Age of Myth, Belial, the Father of Whispers, created his immortal progeny, the Vek&#8217;pem Ahyre.  [...]]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste">
<p>Some call them mind-eaters, soultakers, abominations, progeny of Vek sorcery.  Others call them sacred, the Chosen of Melchior.  All agree that they are best avoided, and have no place among civilized people.</p>
<p>Aartiran legend says that in the Age of Myth, Belial, the Father of Whispers, created his immortal progeny, the Vek&#8217;pem Ahyre.  Railing against the curses imposed upon them by the gods, the Vek sought to trascend the limits of their nature, and entered into a century of ruthless experimentation upon mortal folk.  Great swaths of the elven people were murdered in these experiments, and the Vek failed utterly in their attempts to understand the workings of the soul and body.  They succeeded unintentionally in creating Dryth.</p>
<p>The Dryth are not quite mortal, nor are they immortal.  Their bodies age and bleed the same as any others, but in a way not well understood, they exist partially outside the cycle of death, cleansing, and rebirth.  The souls of Dryth are condemned always to return to Aagos, and never obtain the joy, suffering, or oblivion of true afterlife.  Some societies teach that the Dryth accomplish this by dominating and twisting the minds of others, changing shapes and leaving their old bodies behind.  The Dryth are masked in a thousand secrets and lies, and on the rare occassions in history that scholars write of Dryth being captured, tortured, and questioned, it has been revealed that they largely do not even understand themselves.</p>
<p>Their nature is schizophrenic.  Dryth were born of the Vek, but they claim Melchior as their patron.  Tradition holds that the Dryth turned traitor against their masters at first chance in the Apocalypse of the Eye, but as all things from before the Apocalypse are simply oral legend, nothing can be known, for certain.  Today it is known that the Dryth and Vek continue a secret war that has lasted for millenia, a futile struggle of undying beings, neither of which could ever truly claim victory.</p>
<p>Though they have common enemy with the mortal races, the Dryth are no friend to them.  The Dryth are known to possess many strange, unnatural arts, and all speak of them as able to read the minds of others.  Many believe Dryth draw sustenance from strong emotion, like parasites of the mind.  For fear of their innermost secrets being revealed, their bodies taken, or otherwise being violated, the wise keep well away from Dryth.  Especially unnerving is the knowledge that the Dryth are deeply entwined with Vek &#8212; where there is the one, the other will be soon to follow.  Melchior&#8217;s patronage of Dryth is taken less as a sign of their holiness, but a sign of the utter ruthlessness of the Gods in their internal struggles.</p>
<p>Recent decades&#8217; rumors of the Dryth involve a handful of words:  &#8216;The Arcana,&#8217; &#8216;Awakening,&#8217; and &#8216;Gnosis.&#8217;  It is not known what these refer to, but may perhaps be strange Dryth rituals.</p>
<h3>Dryth in Seahaven:</h3>
<p>Though no law exists against the Dryth, one who is outed will quickly find himself friendless and alone, as no one would dare associate with a mind-taker out of fear for their thoughts, soul, and reputation.</p>
<h3>Dryth in Balinand:</h3>
<p>Are killed on sight, marked as quarry for Seekers.  Treated as abominations in human form.</p>
<h3>Dryth in Tarkas:</h3>
<p>Considered admirable prey amongst Skrel&#8217;eth tribes, a few powerful shaman boast of wearing Dryth scalps.</p>
<h2>Playing Dryth</h2>
</div>
<p>If you choose to create a Dryth, it is important to remember that many people in the land would fear and be suspicious of your unique gift. Fear may cause them to hunt, hurt or even kill your character. Stay mysterious and you&#8217;ll live longer.</p>
<p>Following is some basic information about the Dryth. More information (some of which is not common knowledge) can be found in game through the tips system once you have created a Dryth character. You can turn these tips on and off using the TIPS command in game.</p>
<p>Dryth can be any of the &#8216;normal&#8217; races. However, it is not possible to have a Wolfkin or Vek&#8217;pem Ahyre who is a Dryth.</p>
<ul>
<li>Dryth can still become channelers.</li>
<li>Dryth have the ability to read the minds of people nearby. How well they can read the minds of others is dependant upon their psyche.</li>
<li>Dryth despise the Vek&#8217;pem Ahyre, and most make it their goal in life to do everything in their power to destroy them.</li>
<li>Being a Dryth is something that is not hereditary thus it is not passed on from parents to their children.</li>
<li>Dryth regularly have &#8216;nightmares&#8217; showing Dryth in the past being tortured and experimented on by Vek&#8217;pem Ahyre.</li>
<li>Melchoir is often seen as the patron God of the Dryth.</li>
<li>Dryth will want to explore the use of the &#8217;send&#8217; command.</li>
</ul>
<p>Each account may have only one &#8217;special&#8217; race at a time. In order to have a special race, you need to have over 7500 TRPP on your account.</p>
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		<title>Wolfkin</title>
		<link>http://www.dark-isles.net/2010/05/wolfkin/</link>
		<comments>http://www.dark-isles.net/2010/05/wolfkin/#comments</comments>
		<pubDate>Sun, 30 May 2010 10:13:09 +0000</pubDate>
		<dc:creator>Carmine</dc:creator>
				<category><![CDATA[Announcements]]></category>

		<guid isPermaLink="false">http://www.dark-isles.net/?p=370</guid>
		<description><![CDATA[Tales of beast-men are common to cultures across the face of Aagos.  Whether in the form of lycanthropic curse, shamanistic transcendence, or divine gift, everywhere there can be found tales of men that become beasts, or beasts that become men.  These myths are prolific because they are true.
The &#8216;Kin,&#8217; as they call themselves, [...]]]></description>
			<content:encoded><![CDATA[<p>Tales of beast-men are common to cultures across the face of Aagos.  Whether in the form of lycanthropic curse, shamanistic transcendence, or divine gift, everywhere there can be found tales of men that become beasts, or beasts that become men.  These myths are prolific because they are true.</p>
<p>The &#8216;Kin,&#8217; as they call themselves, are those who possess the uncanny ability to twist in shape from that of man to that of a wolf.   Many kin are strongly influenced by their animal natures even when in human form, some violent and impulsive and all more likely to act on instinct.  Thus in tribes, historically, Kin were treated reverentially, and Skrel&#8217;eth today still carry on the tradition that wolfkin in particular are Sykala&#8217;s chosen kings of the wild.</p>
<p>Aartirans in particular have an antagonistic relationship with the Kin, and they have been ruthlessly hunted down throughout history wherever they&#8217;ve been seen, with huge bounties offered as reward.  This is equally true in cities and in villages.   It is no different after the Cataclysm.   Nature is the antithesis of civilization, and notions of noble savagery hold no water in an age where civilization hangs by a thread.</p>
<p>The nature of the Kin&#8217;s being is not well understood, as these creatures (most would not call them &#8216;people&#8217;) live primarily on the margins of society, keeping their true nature a secret.  No one fully trusts someone that keeps barely checked within them a violent, animal nature.  It is known that all Kin must eventually, and regularly, embrace their inner beast; even if they can suppress it for a time, their logical faculties are all the more diminished and their bestial form the weaker when finally they shed their purely-human facade.</p>
<p>It is not a known factor either what causes the transformation.  Is it a thing inherited, a thing passed on by bite, or granted through ritual?  What determines the beast a new Kin will become?  Is it a reflection of their inner nature?  These questions and others are mysteries; indeed, in the years leading up to the Cataclysm, Kin had become so rare that some in more metropolitan areas had begun to doubt their existence.</p>
<p>Any of the sentient races of Aagos can become Kin, with Skrel&#8217;eth most likely to embrace it, and humans most likely to view it as a curse, with Tir somewhere in between.</p>
<h2>Playing Wolfkin</h2>
<p>If you choose to create a Wolfkin, it is important to remember that many people in the land would fear and be suspicious of your unique gift. Fear may cause them to hunt, hurt, outlaw, or even kill your character. Stay mysterious and you&#8217;ll live longer.</p>
<p>Following is some basic information about the Kin.  Please note that most people would not calmly accept the revelation that someone, even whom they have known a long time, is secretly a Wolfkin.  Indeed the Kin are largely frightening bogeymen to the average citydweller, even connected to Belial in their minds due to a few particularly violent historical cases of Kin serial killers.</p>
<ul>
<li>Any of the races can become Kin, but the unique makeup of a Kin prevents them from becoming either Dryth or Vek&#8217;pem Ahyre.</li>
<li>Kin possess the uncanny ability to transform into a beast, which limits their mental faculties, but grants vastly increased speed and the natural weapons of an animal.</li>
<li>Kin become fully quadrupedal; they are not the half-man half-wolf hybrid often seen in movies.</li>
<li>A byproduct of their transformative power is a swift regenerative capability.  Kin recover quickly indeed from wounds.</li>
<li>Being Kin is sometimes hereditary, but can also be &#8216;forced&#8217; upon someone by means not well understood; many do not survive the first transformation in this latter case.</li>
<li>Wolfkin in a single area often organize themselves into a pack-like dominance structure.</li>
<li>Sykala is often seen as patron god of the Kin, as his domain is nature and Kin exist largely within that domain.  Many see their calling as  &#8217;wardens of the wild,&#8217; though they do not oversee nature so much as they are a part of it and defend it.</li>
<li>Kin are prone to acting more restless and impulsive than others; they are not the sort to get an apartment and settle in to enjoy city life.  They must regularly get outside the confines of stone walls or they can go quite mad and risk the atrophy or unwanted manifestation of their inner beast.</li>
<li>Kin who embrace the more bloodthirsty side of their nature have been known to turn themselves over the the Unnamed Eighth.</li>
</ul>
<p>Each account may have only one &#8217;special&#8217; race at a time. In order to have a special race, you need to have over 7500 TRPP on your account.   If you wish to play a wolfkin, or are seriously considering it, contact the staff for more, private information about them.</p>
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		<title>End of Darkfall, 1087</title>
		<link>http://www.dark-isles.net/2010/03/end-of-darkfall-1087/</link>
		<comments>http://www.dark-isles.net/2010/03/end-of-darkfall-1087/#comments</comments>
		<pubDate>Wed, 24 Mar 2010 05:26:47 +0000</pubDate>
		<dc:creator>Daedelus</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://www.dark-isles.net/?p=334</guid>
		<description><![CDATA[King Wisdom IV has fallen to a watery grave. His sister, Queen Eslianne, ascends the throne only to be brought down by an assassin.  The city of Seahaven reels from civil strife and a mysterious plague. A fire consumes the slums, leaving only cinders and ashes.
In a surprising move, Lord Commander of the Watch, Jarel [...]]]></description>
			<content:encoded><![CDATA[<p>King Wisdom IV has fallen to a watery grave. His sister, Queen Eslianne, ascends the throne only to be brought down by an assassin.  The city of Seahaven reels from civil strife and a mysterious plague. A fire consumes the slums, leaving only cinders and ashes.</p>
<p>In a surprising move, Lord Commander of the Watch, Jarel Armanis, seizes power in a bloodless <em>coup d&#8217;etat</em>, declaring martial law: the population is shut in and disarmed; the Watch is dissolved and replaced by the Cloaks, with Armanis calling himself Commander General.</p>
<p>The nobility have sealed themselves off—but now, there is talk that bidding for the throne has begun. Who could rise to the task? And will the Commander General step down when it is time? Only time will tell.</p>
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		<item>
		<title>Staff Contact Details</title>
		<link>http://www.dark-isles.net/2010/02/staff-contact-details/</link>
		<comments>http://www.dark-isles.net/2010/02/staff-contact-details/#comments</comments>
		<pubDate>Thu, 25 Feb 2010 01:56:57 +0000</pubDate>
		<dc:creator>Carmine</dc:creator>
				<category><![CDATA[Community]]></category>

		<guid isPermaLink="false">http://www.dark-isles.net/?p=321</guid>
		<description><![CDATA[Carmine: carmine@dark-isles.com
Tigerlily: tigerlily@dark-isles.com
Bycin:  bycinss@gmail.com
Marduk: marduk@dark-isles.com
Archon: archon@dark-isles.com
Topaz: topaz@dark-isles.com
]]></description>
			<content:encoded><![CDATA[<p>Carmine: carmine@dark-isles.com</p>
<p>Tigerlily: tigerlily@dark-isles.com</p>
<p>Bycin:  bycinss@gmail.com</p>
<p>Marduk: marduk@dark-isles.com</p>
<p>Archon: archon@dark-isles.com</p>
<p>Topaz: topaz@dark-isles.com</p>
]]></content:encoded>
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		<title>The History of Seahaven</title>
		<link>http://www.dark-isles.net/2010/02/the-history-of-seahaven/</link>
		<comments>http://www.dark-isles.net/2010/02/the-history-of-seahaven/#comments</comments>
		<pubDate>Tue, 16 Feb 2010 22:21:47 +0000</pubDate>
		<dc:creator>Carmine</dc:creator>
				<category><![CDATA[Game Info]]></category>

		<guid isPermaLink="false">http://www.dark-isles.net/?p=313</guid>
		<description><![CDATA[The history of the great power of the Isles begins far back in the mists of time, in the Age of Myth when gods walked the earth.  The Church of the Tranquil Tide teaches that Ylessa found the island of Heas, surrounded as it is on all sides by seas of every climate, to [...]]]></description>
			<content:encoded><![CDATA[<p>The history of the great power of the Isles begins far back in the mists of time, in the Age of Myth when gods walked the earth.  The Church of the Tranquil Tide teaches that Ylessa found the island of Heas, surrounded as it is on all sides by seas of every climate, to be the most pleasing landmass in all the world.</p>
<p>In northernmost Heas she built her temple, half above water and half beneath, and from there she ruled over an ancient human people whose culture and achievements have largely been forgot.  This temple was called the Sea-Haven, and its priestesses welcomed spirits and men of all race and creed.</p>
<p>Other monuments and ruins erected by a race long passed still linger on Heas, testaments to what history remembers as a more idyllic time.  Some say they lived two thousand years ago, others half as much or less, but their buildings have largely crumbled into dust.  The prevailing wisdom among the pious is that the Heas aboriginals did not survive the dark Ages that followed the Apocalypse of the Eye.  Other theories exist among scholars and the secular, but no sure facts.</p>
<p>The Aartiran Dominion first sent humans to Heas in the year 709 D.R. (Dominion Reckoning).  The Dominion was then at the apex of its power, taming new lands with steel and compass, and ships that plied the seas more surely than any that preceded them.  It explored the world far and wide, and the first expedition survey of Heas, led by one Captain Stravorius, revealed a land rich in resources.</p>
<p>Five years later Stravorius was to return to the island, and in the year 714 he established himself as Governor-General of the Principality of Heas, a burgeoning colony that quickly swelled in size.</p>
<p>For the next few decades, expansion of the new colony continued, and an extensive merchant fleet began to transport rare metals and minerals, in which Heas was particularly rich, back to the capital of the Dominion.  Settlers, supplies, and luxury items flowed back to Heas, and this mutual trade economy proved profitable for all.</p>
<p>Change began in 785, when Elleswyn, the homekeeping wife of an unnamed settler, arrived in Heas.  Part of the northwards push of settlement past the Aruta Highlands, Elleswyn is said to have come upon the site of Ylessa&#8217;s ancient temple.  Modern doctrine from the Tide teaches that she was possessed by Ylessa herself, becoming an avataristic being, holding both her human self and a much greater cosmic awareness.</p>
<p>Abandoned by her husband, she returned to the southern city of Port Venture, where she began to preach the gospel of the sea-mother, her unusually resonant voice and strange convulsions drawing the attention of large crowds.  Opinions were widely divided on whether she was a madwoman or a person touched by the divine; some others still claimed that the latter caused the former.  Subsequent attempts to relocate the palatial ruin she claimed to have found came up short.  History has forgotten the fate of Elleswyn&#8217;s husband, but it remembers her great success in creating the first cultural movement unique to Heas.</p>
<p>Elleswyn enshrined the virtues of motherhood, love, and altruism, while simultaneously showing fits of capricious wrath and jealousy that she claimed were only a pale reflection of the passions of Ylessa herself.  Her skills as orator and showman quickly gathered to her a devoted following, and with the sponsorship of a few particularly rich converts, financed the construction of a temple in the upper quarter of Port Venture, one that has only grown with time.</p>
<p>Her temple, housing the young Chuch of the Tranquil Tide, quickly became part of the emerging culture of Heas, marked by Ylessa-worship and mercantile preoccupation.  It was in 805 when the third successor to Stravorius, Governor-General Rossiam, latched onto the Tide and the memory of the recently-perished Elleswyn as a political tool.</p>
<p>Under the direction of the aimless, foppish and weak Imperator Erhus, the Aartiran Dominion had begun its long and slow decline.  Its institutions were still strong, but malaise and hedonism had begun to take hold of the culture, and Rossiam was young and ambitious and saw for himself the chance to achieve greatness heading the younger, more willful people of Heas.  After all, he reasoned publically, the average man of Heas was better than the average man of the mother country.</p>
<p>He or his immediate forbears had chosen to risk adversity in a foreign land with no comfort or amenities, in order to forge civilization out of wilderness.  Strongly nationalistic even before Heas was an independent nation, Governor-General Rossiam took great steps to foster an independent identity, sponsoring local art, music, drama, and religion out of his own extensive pockets, nearly exhausting his widow-inherited fortune from the mainland.</p>
<p>Erhus sensed trouble brewing in the province, and in an ill-advised move, declared massive export tariffs on Port Venture.  The public outrage was immediate, and Rossiam saw his chance.  After a lengthy meeting, Valeria, the successor to Elleswyn, declared Rossiam no longer to be Governor-General of Port Venture, but rather King Stalwart the First of Seahaven.</p>
<p>Public reaction was immediate and near unanimously supportive, and Erhus&#8217; promise of military retribution never materialized.  Rossiam knew firsthand of the rebellion brewing in southern Aartiru, and the threat of dissidents at home was far more pressing than dissidents overseas.  In truth, the relationship between the newly-born Seahaven and Aartiru was little changed:  Goods continued to flow between them.  The only difference was that now the leader of Heas did not take orders directly.</p>
<p>In return for her coronation blessing, Valeria had secured a number of concessions.  The Tranquil Tide of Seahaven was to be forever the official state religion, its priestesses to be treated with special deference, and a portion of the royal funding to be set aside every year for financing Temple projects.</p>
<p>The most powerful concession, however, was the heretofore unthinkable standing of women as the equal of men in all spheres, not to be barred from any employment or study on account of their sex.  This concept run utterly contrary to the patriarchal Aartiran tradition, and it still has not completely taken hold in the minds of all subjects centuries later, even if it has at last become the truth of government and private practice that women are free to seek employment in accordance with their ability.  This is due in part to the shrewd hand the Tranquil Tide has used over the years to mold society to their vision, an ongoing effort even today.</p>
<p>As the decades went by, Seahaven expanded into an august and prosperous capital city, if not perhaps worthy of its mythological name, and the Tide took hold all across Heas.  The merchant-fleets of Seahaven were known worldwide as the very best of traders and the most talented sailors, trained in erratic weather and strangely-behaving waters.</p>
<p>In 940 King Wisdom II announced that Seahaven&#8217;s royal light extended all across the neighboring archipelago, beginning an ill-fated attempt at an imperial power based in Heas.  Balinand Isle, its dark-skinned people largely regarded as primitive and weak, was to be the first gem of the Seahaven Dominion.  For the first twenty years, the northern colony of Ellesham prospered on Balinand Isle, trading with the natives and growing quickly.  This was not to last.  Based out of the southern village of Ipto Kal, a young Balorite tribe-king named Altair began a campaign of conquest and unification, his secret ultimate aim to drive out the &#8216;northern barbarians.&#8217;</p>
<p>With nearly two-thirds the of the island under his control, Altair declared Ellesham and its allied tribes to be a nest of evil, full of dryth and other abominations in human form.  His forces cut quickly through opposition, slaughtering the town and enslaving its few surviving women and children before reinforcements could arrive, with these too soundly defeated due to the seizure of the city&#8217;s sea-fort cannons.  Typically, the Seahaveners had given more credence to threats abroad than those at home.</p>
<p>A great deal of mithril-dust was expended in the use of so much gunpowder, and the ships of Heas were smashed.  Seahaven has remained a single-island state ever since, but still retains a claim to the northern provinces of Balinand Isle.</p>
<p>The next hundred years were marked by a series of inventions, particularly the printing press, which has done an enormous amount to raise the literacy of the average Seahavener, and indeed, of all the non-tribal peoples of the world.</p>
<p>Books were widely disseminated in a way never before seen, and the number of texts of history, war, and philosophy skyrocketed as never before seen &#8212; secular culture began to be just as important as religious and noble.  The world was on the brink of something like modernization, when disaster struck in 1073.  In the space of less than a month, the destruction of Yarsin in the east created a chain reaction that swallowed up most of the known world with a toxic miasma known as the Darkness.</p>
<p>Seahaven, part of Tarkas, and all the islands of the neighboring archipelago were spared this fate, along with a handful of holdouts around the world whose fates are unknown, none of them reachable by Darkened seas.  The next several years were a battle for survival, as demons, rare creatures more legend than fact, reappeared in the world in numbers never before imagined.  Most of the world&#8217;s mages were killed, and entire schools of magic dependent on the balance of the elements and nature were no longer usable.</p>
<p>The nation wants for strong leadership, with a prepubescent king and an ineffectual regent in charge.  A creature called the Kraken, a demon that is something between shark, octopus, squid, and boat, destroyed most of the navy.</p>
<p>In 1074, foreign ships bearing the Sayaki, a nation of oriental humans, arrived in Seahaven.  These folk lost their homeland to the Cataclysm and Darkness, and the ships bore only a relative handful of their people, the staunchest and most pious traditionalists.  They had followed their mystics and clergy to the island of Heas, where delicate negotiations with the King&#8217;s Regent earned the Sayaki refugees their own protectorate in the Bregh Plains.</p>
<p>Here they built Kizuni Odawi, the Stalwart Fortress, in their own tongue.  It is a place full of heavily engrained decorum and tradition, where piety and loyalty are valued over all else.  Society is centered around a handful of august warrior lineages, and the heads of these clans confer with one another to decide on affairs of state.  Men and women are generally encouraged to pursue military and artisan paths, respectively.</p>
<p>The city&#8217;s main exports are artistic, supported by a generous Seahaven stipend, in return for their military protection of Heas.  And indeed, the warrior clans of the Sayaki are an invaluable resource, as by 1080 their presence brings a semblance of order to the demon-ravaged countryside for the first time since the Darkness fell.</p>
<p>As the eleventh century of the Dominion Reckoning nears its close, it is a strange time to be alive.  A young generation that does not remember the world before the Darkness has begun to come of age, and while their forbears lament a wider world lost, these younger folk show strongly the pioneering blood of their ancestors, and a will to tame the world and take back from chaos and demonkind all of it that can be won.</p>
<p>The Seahaven of today is a raucous and dangerous place, full of refugees from all corners of the globe, and a populace on the knife&#8217;s edge of fear and anger.<br />
<br/><br/><br />
<strong>Written by Demosthenes.</strong></p>
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		<title>Character Application</title>
		<link>http://www.dark-isles.net/2009/11/character-application/</link>
		<comments>http://www.dark-isles.net/2009/11/character-application/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 03:20:57 +0000</pubDate>
		<dc:creator>Carmine</dc:creator>
				<category><![CDATA[Support]]></category>

		<guid isPermaLink="false">http://www.dark-isles.net/?p=302</guid>
		<description><![CDATA[All of the special races, nobles and any character of rank within the guilds or churches require an application to be submitted and approved before they can be played.
If this is something you are interested in, submit the following form, which we will review and get back to you. We will then try to work [...]]]></description>
			<content:encoded><![CDATA[<p>All of the special races, nobles and any character of rank within the guilds or churches require an application to be submitted and approved before they can be played.</p>
<p>If this is something you are interested in, submit the following form, which we will review and get back to you. We will then try to work with you to get something that fits with the mythos and the race in question.</p>
<p>However, in saying that, we ask that you keep to the overall theme of the race in question as much as possible, it&#8217;ll increase your chances of being approved. Example, non-blue skin Skrel&#8217;eth will not be approved, nor will a non-blood drinking Vek.</p>
<form method="post" action="mailto:zarice@gmail.com">
Account name:<br/></p>
<input type="text" name="account_name" size="50" /><br/><br />
Email address:<br/></p>
<input type="text" name="email_address" size="50" /><br/><br />
Character name:<br/></p>
<input type="text" name="char_name" size="50" /><br/><br />
Character age:<br/></p>
<input type="text" name="char_age" size="50" /><br/><br />
Character race:<br/></p>
<input type="text" name="char_race"  size="50" /><br/><br />
Character sex:<br/></p>
<input type="radio" name="sex" value="male" /> Male  </p>
<input type="radio" name="sex" value="female" /> Female<br/><br />
Brief character history (no more than 200 words):<br/><br />
<textarea rows="10" cols="40" name="char_history"></textarea><br/><br />
Brief description of your characters personality and goals (no more than 200 words):<br/><br />
<textarea rows="10" cols="40" name="char_goals"></textarea><br/><br />
Anything else we should know?<br/><br />
<textarea rows="10" cols="40" name="char_other"></textarea></p>
<input type="submit" value="Send"> <br/><br />
</form>
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		<title>FAQ&#8217;s</title>
		<link>http://www.dark-isles.net/2009/10/faqs/</link>
		<comments>http://www.dark-isles.net/2009/10/faqs/#comments</comments>
		<pubDate>Sun, 11 Oct 2009 06:59:20 +0000</pubDate>
		<dc:creator>Carmine</dc:creator>
				<category><![CDATA[Game Info]]></category>

		<guid isPermaLink="false">http://www.dark-isles.net/?p=291</guid>
		<description><![CDATA[How do I make money?
Like in the real world, there are many ways your character can earn some coin.
Think about what would suit your character best? Are they a sneaky thief and likely to be swindling anyone they can out of a few coin? Are they a diligent worker, eager to make their way up [...]]]></description>
			<content:encoded><![CDATA[<h2><strong>How do I make money?</strong></h2>
<p>Like in the real world, there are <strong>many ways</strong> your character can earn some coin.</p>
<p>Think about what would suit your character best? Are they a sneaky thief and likely to be swindling anyone they can out of a few coin? Are they a diligent worker, eager to make their way up in their world? Do they want to join the guard and protect the people?</p>
<p>Having said that, with the limited resources you start with, one of the <strong>harvesting skills</strong> (such as fishing, gathering, lumber-jacking, mining and skinning) can be a good place to start when it comes to making some money to survive on.</p>
<p><strong>Gathering requires no tools</strong> and can be done in most &#8216;outside&#8217; areas. It does come with some risk and you will want to make use of scan to make sure no demons or other dangerous creatures approach you whilst you are busy.</p>
<p>The other harvesting skills require tools that can be purchased in Seahaven.</p>
<p>Like with all skills, how well you succeed and thus how much money you make, is dependant upon your character&#8217;s skill level. Which brings us to the next commonly asked question:</p>
<h2><strong>How do I raise my skills?</strong></h2>
<p>There are three ways in which skills can be raised:</p>
<p>1) Through the spending of your <strong>roleplaying points</strong>, using the <strong>RPP</strong> command. This is generally the fastest way of raising your skills. The command works like this:</p>
<p>rpp skill &#8217;skill name&#8217;</p>
<p>Note the use of the single quote marks around the skill name you wish to raise. Some skills have certain attribute requirements, and some cost more than others. All skills cost more the higher they are raised. At first, it might cost you only a couple of RPP, and later on that same skill might cost you hundreds.  To check how much a skill will cost to raise, use:</p>
<p>rpp check skill &#8217;skill name&#8217;</p>
<p>2) Through <strong>learning from a NPC</strong>. Learning from an NPC costs less in RPP than using the rppxchange command, but does have a coin cost involved as well.  Not all NPCs teach all skills. This is done through the use of the prac command, to use:</p>
<p>prac &lt;NPC keyword&gt; &#8217;skill name&#8217;</p>
<p>You need not include the &lt;&gt; brackets. To see what skills an NPC has on offer, use:</p>
<p>prac &lt;NPC keyword&gt;</p>
<p>3) Through direct <strong>successful use of the skill</strong>. This way of increasing your skill is much slower than the method above, so it is highly recommended that your primary way of skill improvement be through roleplay. How well you gain skill through use is dependent on the intelligence, wisdom and favour of your character. Higher skill levels will take longer to achieve with the requirements increasing exponentially.</p>
<h2><strong>What is RPP and how do I get it?</strong></h2>
<p>Roleplaying points, often called RPP, are earned automatically as you roleplay. They are usually awarded a couple of times every hour and how much you get depends on a number of different factors.</p>
<p>You can increase how much you get by having a pose set, roleplaying publically, and using the think and pray command.</p>
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