\ Haven:Mist and Shadow Main/Home Page
Main

Home Page

Welcome to Haven, a small, innocuous New England town near the coast and only a short commute from Boston. Nestled amongst the forests and not far from the coast the town is home to average townies and university students, but attracts its share of campers and boaters.

It also happens to be the weakpoint between worlds, where creatures of myth and folklore creep across. Drawing a large number of supernatural beings, it is protected and fought over by secret societies.

In order to play, connect the telnet client (MUSHclient / CMUD / MUDlet) of your choice to havenrpg.net:3000

Please be mature and responsible.

Any player is free to use or share any intellectual property of this game including lore and gameplay systems in any way they wish, in whole or in part without limits or attribution.(This does not include anything created by a player)

In News




In the dense and treacherous wilderness beyond the Gate on Karlash Road, a group embarked on an unusual journey. Evan, Lark, Malcolm, and Cadence found themselves navigating a post-apocalyptic landscape, filled with the debris of a bygone civilization and the roar of mutated beasts. Their guide, Squire Dahvidd, loomed over a bright pink Prius, presenting it as their steed for the day's errand—a diplomatic mission to engage with the local lordling, Knight Baegni, on his coming of age and negotiate peace to halt their raids using "metal steeds."

The group's journey was marked by the quirky and the curious. They traversed through a forest, following a triceratops pulling tires, and encountered a camp where modern-day knights joust with rusted vehicles instead of horses. Their audience with Knight Baegni was unconventional, to say the least. The knight, young and eager for recognition, mistook their arrival—an accident involving their Prius crash-landing into a tent belonging to another knight—as a challenge and an offering of peace.

Cadence, an intern looking to impress her superiors, notably struggled to understand the dealings of this new world but played along, hoping for a reward in the form of a car. Lark and Evan, meanwhile, navigated the encounters with a mixture of bewilderment and eagerness, particularly when Evan volunteered to joust in the name of diplomacy and personal bravado.

Malcolm, the de-facto leader and the most experienced among them, negotiated with Knight Baegni. He proposed a joust as a means to honor their host and potentially secure a diplomatic agreement. Despite the language barrier and the clear cultural differences, both parties agreed to the terms of a joust—though Baegni enthusiastically declared that everyone should partake.

As they prepared for the joust, the group's dynamics played out with humor and moments of camaraderie. Despite their ambiguous standing and the clear dangers of this foreign land, they found common ground with the locals through the universal language of competition and valor.

The story concludes with the team and a appointed scribe from the camp, tasked to record the forthcoming events, setting off to organize the joust. The promise of a sequel plot brews with anticipation as they look to the challenge ahead, hopeful to bridge the cultural gap with their "metal steeds" and perhaps, in the process, prevent further conflict.
-Beyond the Thrift!(SRSiofra)

In the treacherous terrains of mountains near Celestriana, an epic battle unfolds under the cloak of darkness, lit only by the last quarter moon casting long shadows. Amidst this stark backdrop, Autumn, a formidable challenger, embarks on a mission to intercept the seed of wildvine, a rare species of plant believed to hold the power to disrupt the Templar defenses of Celestriana. Armed with her wit, courage, and a quiver full of arrows, Autumn chants, summoning a puff of black smoke as she prepares to face the Destined Host soldiers. A flurry of arrows flies through the cold night air as both sides engage in a relentless pursuit of victory. Autumn's agility allows her to narrowly dodge the incoming projectiles, her own arrows finding their target with bruising force, highlighting her determination to secure the wildvine.

Despite the odds stacked against her, Autumn's persistence pays off, igniting small fires on her adversaries' clothing while she skilfully maneuvers through the chaos. The battle intensifies as both parties exchange volleys, with arrows either missing their mark or being deflected by armor and shields. Amid the mayhem, Autumn successfully retrieves the seed of wildvine, a momentary triumph overshadowed by the relentless assault from the Destined Host soldiers. In a twist of fate, despite her valiant efforts and the adversaries she had outmaneuvered, Autumn ultimately fades out of the nightmare, her mission ending not in victory but in defeat. The Destined Host emerges victorious, leaving the fate of the Templar settlement in Celestriana hanging in the balance, a stark reminder of the relentless power struggles that define this realm.
-The Destined Host's operation in Celestriana

One fateful night at a lodge bar brought Loralia and Daichi into a tense encounter with a young woman named Amelia, who was eagerly waiting for her mysterious boyfriend, Jack. Amelia, seemingly lost and cold, dressed inappropriately for the weather, revealed through her disjointed conversation that she was waiting on instruction from Jack. Loralia and Daichi, quickly assessing her out-of-place and vulnerable demeanor, offered their kindness, which Amelia accepted with an air of desperate hope. The situation became more complex with the revelation that Amelia was under the thrall of a vampire, making this not just a matter of being out late but a dangerous entanglement involving supernatural forces. As the bar announced closing time, Loralia cleverly negotiated extra time for Amelia to stay, deepening their involvement in her precarious situation.

The climactic arrival of Jack, clad in the attire of a quintessential late-night rider, confirmed the supernatural suspicion as his leering demeanor and aggression towards Daichi underscored the gravity of Amelia's plight. Despite Jack's provocations and an empty threat with a disappearing weapon, peace was enforced by the mysterious protective magic of the lodge, preventing any violence. Amelia, momentarily swayed by Jack's coercive persuasion, found the strength to resist with Daichi's intervention - a pivotal moment that reinforced the realities of danger and liberation present in the encounter. The night concluded with Loralia offering Amelia a safe haven, albeit with intentions still veiled in ambiguity, leaving a feeling of unresolved tension in the air. The departure of Jack and the resolution to Amelia's immediate crisis left behind a palpable blend of relief and foreboding, marking the close of a night that would likely herald significant consequences for all involved.
-Loralia's odd encounter(SRAlan)

In the shadowed underbelly of a Dublin suburb, a motley crew of supernaturally gifted individuals undertakes a high-stakes mission to extract a person known only as The Hot Potato—a woman emitting lethal radiation and pursued due to her perceived threat to national security. Among the eclectic group are Daichi, a sharpshooter; Malcolm, wielding a Celtic spear with valiant effort; Siofra, whose claws lash out with deadly intent; and Ritsuka, swift and lethal with a katana. Their opposition, cryptically referred to as wicked stepmothers, are relentless in their pursuit, launching attacks with a ferocity equaled only by the defenders’ resolve. As the battle rages, arrows and bullets spark off armors and the ground, missing their marks as often as they find them. The conflict is a tumult of motion and chaos, each participant vying to secure The Hot Potato for their own ends.

As the night wears on, strategies unravel and loyalties are tested. Lark, wielding a Celtic long sword with adept skill, and Evan, whose blade resembles a caduceus, join the fray, their actions pivotal in the unfolding drama. In a stroke of tactical ingenuity tempered with raw power, Ritsuka secures The Hot Potato, only to face an onslaught from the remaining step-parents. With wings at her ankles, she makes a desperate bid for the extraction point, her moves a blend of precision and haste as she parries and dodges, her attackers fading into the night one by one. The endgame nears with Ritsuka at the helm, her efforts to navigate the battlefield with The Hot Potato in tow fraught with peril. Victory, however, is snatched in an unexpected twist as the Spiritual Moderates Alliance emerges triumphant. The ordeal ends not with a grand climactic battle but with a strategist's cunning, securing The Hot Potato's safe passage and marking a win against the forces that sought to claim her.
-the Skein's operation in Dublin, Ireland

In the crystalline waters off a tiny Grecian island, a diverse group of individuals—Antoinette, Victoria, Seamus, Lanaeis, and Novel—were drawn together by a task entrusted to them by the enigmatic Lilah. Their mission: to plunge into the depths of the sea in search of the heartshell of an ancient and long-deceased siren queen. The adventure began with the group boarding a flamboyant speedboat captained by the equally vibrant Noa, who ensured they had all the necessary gear for their underwater expedition.

Descending beneath the waves, the team navigated through breathtaking underwater scenery, eventually discovering the entrance to the siren's tomb marked by mysterious and magical symbols. Despite the sense of foreboding that permeated the tomb, the group pressed on, guided by an irresistible pull towards their goal. Their path led them to a large cavern, at the center of which lay the skeletal remains of the siren queen herself, clutching the coveted heartshell.

As Novel took the heartshell, the serene underwater mausoleum began to crumble around them. In a race against time and the collapsing structure, the team had to make a hasty retreat. Utilizing their unique skills, they navigated through the tumbling debris and found their way back to the surface, where Noa awaited them, blissfully unaware of the chaos below.

Back aboard the boat, it was revealed that their interference in the tomb had unintended consequences. Noa quickly sprang into action, urging the group to leave as they prepared to address the potential aftermath of their adventure. The team, bound by their shared experience, parted ways through their own means—shadow-walking and pathing back to safety, leaving the specter of their adventure behind them in the depths.

The mission, fraught with unexpected challenges and bonded by camaraderie, was a testament to the unforeseen adventures that await those who dare to delve into the unknown. As the group scattered to their respective paths, they were left with the satisfaction of their accomplishment and the undeniable allure of future mysteries lying in wait beneath the waves.
-Song of the Sea(SRLilah)


Recent ChangesCharactersSocieties & GroupsHigher PowersDreamworldsPoints of InterestNPCs

New Profiles


Stackhouse

Ashe Carthright

Livia Hayes

Malcolm Welden

Toby Mathis

Benjamin Fettes

Leaf

Antoinette Daniels

Kitsune

Recently Modified


Stackhouse

Harriet Fairfax

Gabriella Savoy

Gertrude Brown

Colton Moore

Ashe Carthright

Jodie Moore

Peyton Bennett

Livia Hayes