Laura's Player Guide
Welcome to Xyllomer. In order to help you in your play the administration of
Xyllomer has provided you with this copy of Laura's player guide. Any comments or
suggestions about this book should be sent to Mian from any post office. We hope
that it will prove to be useful and wish you luck in your play here!
On behalf of the wizards of Xyllomer, I would like to take this chance to welcome
you. My name is Laura, and I am a mid-level wizard here. I will be your guide in
this guide book and hope that this will help you greatly increase the fun that
you have here while minimizing any friction between you, other mortals, regular
wizzes, or our admin. In this book you will find information about being a
successful mortal (I was a high level mage prior to becoming a wizard), the options
available without becoming a wizard, becoming a wizard if you choose to, and being
Before you can start playing Xyllomer, you have to create the character you
want to play in the world of Xyllomer. The chapter 'Character creation' to
the right will guide you through the process of creating your account and
creating the character which you will roleplay in the world of Xyllomer.
Please note that when speaking of the world inside of Xyllomer I will use its
correct name which is Xyllomer.
Roleplaying your character
Once you enter the world of Xyllomer you should cease to be your real life person.
Instead you should become your character. Take the time to think for a little bit
about your character's background. Does she/he come from a rich or poor family?
How does she/he come to be adventuring? What is her/his personality like? Does
she/he have any siblings?
Always remember that everything about your character will affect her/him in
various ways. Here are a few of those ways:
If you should meet your real life best friend and be introduced to her/him
you are not suddenly best friends. In fact, you will have only just then met.
You should act as strangers to one another and you should NEVER call each
other by your real life names except in conversations that are specifically
meant as out of character (ooc) conversations. Out of character conversations might
include talks about what your plans for Tuesday night are or talking about
the neat new project that wizard X is working on in her domain. Under no circumstances
should an out of character conversation ever be used in roleplaying. This
means that if someone tells you, in an out of character conversation, something
that will prevent your character from having an unpleasant consequence you
should let the unpleasant event happen. The reason is that your character
(the person in the game) did not know about this. Only your player (you) knew.
If you are unable to avoid this, then it is best simply to avoid out of character
conversation while logged in to Xyllomer.
Somewhere in the world is a remote, but wonderful wedding chapel. The priest
there is the only person with the lawful authority to join two persons in
matrimony. He will also only marry females to males and males to females.
There are no homosexual marriages in Xyllomer.
The judge may be your best friend in real life, but if you are a constant
criminal here, do not expect her/him to spare you from the full punishment
of the law.
In general one shouldn't simply remember how she/he would react in a situation, but
how her/his character would react. And nothing that happens here should be taken
too seriously in real life. Always remember that this is only a game. Some have
found that it helps them to be able to laugh at themselves and the events of the
game if they play a character who is different from themselves in every way. This,
they find, makes mudding also much more enjoyable for them.
The next section will explain some options available as long as one stays mortal.
Options as a mortal
There are no limits on what a mortal may achieve as a mortal. She/he may remain largely
unknown or may become a very powerful and influential woman/man during her/his
lifetime. Here are a few of the different options.
An influential and trusted member of the world may become the judge of a domain,
responsible for deciding all accusations that come before the court of this land.
Many have found satisfaction in rising to the position of one of their guild's
highest leaders. These people have a great amount of privilege not only in
their guild, but also an enormous influence in the rest of the world.
This is a broad category but includes any kind of job that is created for
a mortal to fill. The best example of this presently is the editor of the
newspaper. This may not seem like an enjoyable idea, but in fact it is both
important and honorable. Editors and journalists receive a few special privileges
that other mortals do not. They also become a few of the select group of mortals
that actually communicate directly with the wizards and therefore influence
the new creations that the people who create your world invent.
Becoming and being a wizard
Many who tire of mortal life apply to join to the immortals who create the world
that mortals see. If they apply to the gods and are accepted then they are
granted great powers and responsibilities that can drastically affect the mortal
world. One possibility is to write about the world while another is to create
various parts of the world. Some whose functions are deemed important enough
by the gods are even promoted to the rank of an Domainlord for example, and a
select few even become archwizards (Proctors) responsible for helping to oversee
the work of all of the other wizards.
Wizards are prohibited from interfering in the affairs of mortals by giving of
assistance which can mean either giving away items or information or by taking
action to affect a mortal's fate. This means that you should not commune them
to ressurect you if you die. However, if you have a question about the mechanics
of how the game works the wizards are the best people to ask and also the best
people to ask for help in escaping a bug. Generally the wizards are very helpful
to mortals and happy to answer questions or just to chat. At any time that you
need to reach a wizard you may commune them with <@commune>
<name> <message>. You may also commune to all wizards. It is
also possible to reply to a wizard who speaks to you with
However, you should be careful to avoid abusing this power lest their wrath