Proposal for Sandpit of the Kings... ::: TEMPUS (Latin for 'Time') ::: TEMPUS is a world of set within the middle ages. Like any other world of magic and the gods, evil and good still battle for supremecy within the walls of this reality. Unlike any other world, however, TEMPUS has developed TIME TRAVEL. TIME TRAVEL, said by Einstein, was possible. It was the 5th dimension whereby jumps from this reality to the next was possible. There was one slight flaw with his theory, however. Time is trapped within a crystal sphere and no travel within its own flow is possible. There is one exception that exists - to find a way to transgress this reality and travel to another somewhere in its own time flow. ELEMENTAL TIME WIZARDS have spent thousands of years devoted to its study, summoning TIME ELEMENTALS and binding them into service. By harnessing their power it was found that a magical machine, which served as a pylateracy for the time elemental's soul, could be created. This gave these wizards the ability to travel the probability lines of time, passing through the bounds of their own world and into those of others. Now, time travel is common place within the world. Adventures both bold and foolhardy enter other worlds, taking with them little else but their learned skills, in search of fun, fortune. It is thought that by learning from other worlds, that TEMPUS will become a haven for the knowledge and wisdom of the multiverse. ::: ADMIN Notes ::: This allows a simple unique theme variation whereby players of a traditional fantasy background are able to venture into other domains from prehistoric to futuristic. The only suggestions are the following: 1) That players start off in the main world - the fantasy world. This serves as a basis of the game in form, play, and players social interactions. 2) That global skills be developed for the style of this part of the mud only. That is that skills be of 'fantasy' origin like spells, sword play, lock picking, stealth and the like, be coded for global use. 3) Guilds or global 'classes' be designed for the fantasy theme of the mud only. That is no 'cyber' guilds, et al, be coded. The important thing to remember here is that the players are from a fantasy world and only 'visit' other worlds, not making them their home. This way the global features of the fantasy skills of all players is promoted. 4) It should be noted that the global fantasy skills be utilized in various forms throughout all the mud in logical ways. Computer cracking in a MECH domain may be determined by the players stealth, locks, or intelligence. 5) Special skills can and should be obtainable for use in certain domains, but fantasy ones are the only ones usable in ALL domains. EG - An object can be cloned to all players entering the MECH domain of the mud. This is usable in this part of the mud only, and dested when they leave, as are all items from that domain. 6) The emphasis be placed on players to 'TIME TRAVEL'; to explore other domains; that quests be coded, and interesting ideas, themes be coded into them; in order to gain experience. They should also be made to realize, however, that they have a home to return to - the fantasy part of the mud, instead of being made to feel that the mud is an 'aimless wander through time'. The main idea is simple. Players of fantasy origin take their learned skills and abilities into other new and exciting domains through time/inter world travel. With these things in mind a time travel/domain theme would work within a global framework of skills and player abilities. At a later stage, when other domains are extended and become more popular, certain abilities could be added into global use. Angel, August 1993.