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.
Every zone, room, mob, and object documented here is cross-linked to the active server files.
Character & Progression
Who you are at creation, what guilds teach you, and the road from level 1 to Hero and Remort.
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Classes
The adventuring classes of Dark Pawns — warriors, mages, thieves, and the paths they walk through the dark.
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Races
The seven mortal races of Dark Pawns — their physical profiles, cultures, and mechanical traits.
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Progression Walkthrough
Level-by-level guide from level 1 to Hero (level 30) in Dark Pawns
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Skills
Core combat, stealth, and utility skills that define character capabilities and progression.
Rules of Engagement
THAC0, saving throws, combat ticks, PK flags, and the command table loaded by the server.
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Core Systems & Combat
The Dark Pawns game world — classes, races, skills, and the systems that define life and death on the MUD.
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Game Mechanics
Combat formulas, economy, PK rules, and the remort system for Dark Pawns
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Commands
Complete command reference for the Dark Pawns game
Atlas & Myth
The three continents, the ninety-five zones, and Friar Drake’s creation letter.
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Zone Guide
All 95 zones in the Dark Pawns world, organized by level range with VNUM ranges and difficulty
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World Creation — The Letter of Friar Drake
Friar Drake's letter describing the creation myth of the Dark Pawns world
- Read section →
Lore
Stories, myths, and histories from the world of Dark Pawns.
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