DARK
PAWNS

A Multi-User DungeonEST. 1994

Player’s Field Manual · 91 Zones · 9,590 Rooms

The World

Three continents, 91 zones, six base classes, six remort paths, seven mortal races, and an AD&D-derived combat engine that reproduces the original C codebase’s rules down to the dice roll.

Live World Reference

Every zone, room, mob, and object documented here is cross-linked to the active server files.

Part I

Character & Progression

Who you are at creation, what guilds teach you, and the road from level 1 to Hero and Remort.

  1. Classes

    The adventuring classes of Dark Pawns — warriors, mages, thieves, and the paths they walk through the dark.

    Read section →
  2. Races

    The seven mortal races of Dark Pawns — their physical profiles, cultures, and mechanical traits.

    Read section →
  3. Progression Walkthrough

    Level-by-level guide from level 1 to Hero (level 30) in Dark Pawns

    Read section →
  4. Skills

    Core combat, stealth, and utility skills that define character capabilities and progression.

    Read section →
Part II

Rules of Engagement

THAC0, saving throws, combat ticks, PK flags, and the command table loaded by the server.

  1. Core Systems & Combat

    The Dark Pawns game world — classes, races, skills, and the systems that define life and death on the MUD.

    Read section →
  2. Game Mechanics

    Combat formulas, economy, PK rules, and the remort system for Dark Pawns

    Read section →
  3. Commands

    Complete command reference for the Dark Pawns game

    Read section →
Part III

Atlas & Myth

The three continents, the ninety-five zones, and Friar Drake’s creation letter.

  1. Zone Guide

    All 95 zones in the Dark Pawns world, organized by level range with VNUM ranges and difficulty

    Read section →
  2. World Creation — The Letter of Friar Drake

    Friar Drake's letter describing the creation myth of the Dark Pawns world

    Read section →
  3. Lore

    Stories, myths, and histories from the world of Dark Pawns.

    Read section →
Reference

Mortal Lineages & Calling

At character creation you choose one of seven mortal races and one of six base classes; reaching Hero status opens the remort paths.

Six Base Classes

Full class notes →
Warrior
Frontline melee, rescue, bash, weapon mastery
Cleric
Divine healing, sanctuary, blunt weapons
Mage
Arcane offensive & utility spellcraft
Thief
Backstab, stealth, lockpicking, urban survival
Ninja
Southern espionage, martial arts, ambush (Human only)
Psionic
Mental disciplines, telekinetic & mind powers

Remort Paths

Remort rules →
Paladin (Warrior)
Holy martial champion of the church
Ranger (Warrior)
Wilderness tracker and guardian
Avatar (Cleric)
Emissary of the Holy Forces
Magus (Mage)
Cosmic-scale arcane spellcaster
Assassin (Thief / Ninja)
Master of lethal strikes and shadow craft
Mystic (Psionic)
Enlightened master of time, space, and mind

Seven Mortal Races

Full race profiles →
Human
Versatile · Only race admitted to Ninja guilds
Elf
High dexterity · Woodland & arcane affinity
Dwarf
High strength & constitution · Underground resilience
Kender
Small, fearless · Adept at stealth and pockets
Minotaur
Massive frame · Innate labyrinth direction sense
Rakshasa
Tiger-headed spirit in flesh · High magic resistance
Ssaur
Swamp-born lizardfolk · High constitution & survival