Keith and I had a blast on MadROM. It was all new, exciting. We were progressing through the levels, establishing ourselves as personalities, learning strategies to take out mobs (short for mobiles, computer-driven opponents), and getting more savvy all the time.
As an elf mage, I burned at a furious rate mana, that magical but limited substance that fueled my increasingly powerful spells. Keith, playing as the dwarven warrior Marge, had hit points like nobody's business. We learned to team together -- Marge would serve as the tank, the player who could take the most punishment, and I would serve as a spell-casting platform. Marge would go toe-to-toe with a sultan's guard, and I'd hang back, lobbing fireballs from a safe distance. It was a good system, and we progressed at a steady pace.
MadROM had 91 mortal levels and nine immortal levels. Now, the most any particular player could hope to achieve was 91 levels, which put you in the mortal elite. In time, both of us made it. Because of frequent deaths due to my elven fraility, it took me 976 hours to achieve 91 levels, or hero status. Marge did it in much fewer.
After you tap out the available levels, the game changes. No longer are you searching the vast lands looking for a mob strong enough to make fighting it for experience worthwhile, but weak enough that you could actually beat it. Now you had to find different things to do.
MadROM, like many MUDs, had a tribe or clan system. Mortals would band together to fight evil, promote evil, save the lands from the scourge of the demigorgon, or whatever. It looked cool, so Marge and I looked around, found a fledging clan -- The Guardian Knights, or GK -- that could use our services, and signed up for the noble cause of ... heck, can't remember and it doesn't matter; it was a noble cause, though, of that I'm certain.
Our experience in GK was less than satisfactory. The Clan had about four members, including our grand leader, whom we rarely saw and even more rarely spoke to. We had one room. It got a bit ... boring, sitting there, doing nothing, waiting for directives. To entertain ourselves, Marge and I set up shop outside our Clan headquarters; I'd offer spells such as "remove curse" or "enchant weapon" for a price, and Marge would hire herself out as a corpse retriever. In the world of MadROM, as on many MUDs, when you died, your spirit was drawn to some temple or altar but your corpse -- and all your hard won items -- lay where you fell. You had to go get your corpse, loot it, and then sacrifice it to the gods. The problem is, when you are reborn, you are naked and weaponless and not likely to survive long in the harsh world. Thus, players would perform "CRs," which meant they found your corpse and "summoned" you to the location. If the CRer, so to speak, did not have the spell "summon," then the CR was much more difficult. You had to literally walk the poor sap back to his corpse, clearing out baddies from room to room.
Marge did not have "summon," and had many CR adventures, but those tales are for her to tell.
At any rate, we floundered a bit in GK. It was possible for mortals to improve their clans by negotiating with the gods, but Marge and I were not the leaders of the Clan, and thus had no access to those divine beings (at this stage, these gods were mysterious, uber powerful, inscrutable, capricious, and best approached cautiously). Thus our Clan was weak, puny, barely alive, and there wasn't much Marge and I could do about it.
After two or three weeks in GK, a delegation from The Royal Midgard Explorer's Society, or RMES, secretly visited Marge and me. The three -- Ringoshin, Mithras, and Deilon -- were Chiefs of their Clan, one of the most vibrant and engaged Clans on the MUD. They had heard through backdoor channels that they were going to undergo apotheosis -- they would be gods. Naturally, they didn't want to leave their Clan leaderless, and turned to us.
We wasted no time in severing our GK ties, though we had to endure a painful and awkward session with our alleged leader, in which it seemed he was more interested in some real-life video game than us. Then we hightailed it across the lands to RMES, where we were welcomed with much high-fiving. RMES had cool headquarters -- four or five rooms, maps of the surrounding areas, and Marvin, a robot who uttered cryptic comments and served as a drink dispenser.
In short order, Marge and I became Chiefs of RMES. Our headquarters was expansive, our influence over the MUD impressive. Our portraits were placed in the foyer of RMES headquarters. As leaders of the most prestigious Clan on MadROM, we had come a long way.
Best of all, now we could deal directly with the gods.
More to come. ...