INTRODUCTION

The Isles is dedicated to the fond memory of
Christopher "Surreal" Woodward

 

WHAT THE ISLES REALLY IS:

Answers to common questions

The Isles is a way to interact. It combines traditional text-based interfaces with graphics and sound to produce a new way to roleplay and interact with hundreds of other users across the internet. It is a constantly changing environment with real physics and real politics. The Isles offers its user a new persona, which is then deposited in the world ready to stand and fight against all that oppose that user's agenda.

Does the Isles require any software?

NO. There is an optional client available for many different platforms, but in order to make sure that anyone, anywhere can use our service, trusty old telnet is all that is required.

What is the theme of The Isles?

The Isles takes place in a fictional world called Tyselorrd, specifically on Rygor Isle. It is a place of tyranny where one king is a shining jewel among the darkest of coal. Users play the roles of various citizens of the realm of King Rygor, the most peaceful and advanced of all the Kingdoms. For more information, check out our Information page.

How can I get involved?

Telnetting to our main server is how you can apply for a character. Currently, characters are reviewed and then approved or rejected within 72 hours. This process will be changed in the future, but for now you must submit a character and wait for an application to be approved or rejected.

Who is Locke?

Locke is the pseudonym, or handle, of the Project Coordinator of the Isles. He is also its conceiver and one of the original founding members of the development team. His real name is Herbert Gilliland. For more information on Locke, check out his home page.


A BRIEF HISTORY:

The Origins of The Isles

The origins of The Isles began in 1992 when two teenagers, Chris "Surreal" Woodward and Herb "Locke" Gilliland, began to work on their own MUD, at the time called CthulhuMUD. Drawing on their experience programming for BBS software, the duo began to develop features such as ANSI color support, online editing software, ritualistic magick systems, and other innovative changes to their server. This was one of the first times ansi color codes were added to Diku-derived mud servers, and gained the MUD a small following of loyal fellow mudders.

As 1992 came to a close, CthulhuMUD was attacked by hackers and forced to close. Having seen their work dissolved, Surreal and Locke moved away from coding muds and began to explore various other servers. They found haven at DuneMUSH, one of the most successful roleplaying MUSHes, which opened them up to new ideas and more advanced code bases.

1993: The year that Kalgen's MUD, Zebesta, was going into heavy development and showed both Surreal and Locke what a "good mud" was. The two were honing their programming skills and creating a new server to replace the recently discontinued "Merc Industries" server called Merc-Diku. Their goal was to create an often updated, Diku-derived MUD server package, called NiMUD. This is during the period where most development was taking place alongside AldaraMUD, working with Morgenes to develop the code.

Surreal left for Penn State in late 1994, but Locke was able to keep the concept of The Isles alive. Under Kalgen's instruction, Locke found his code straying more and more away from its distribution goals. Soon The Isles closed its doors to the public, and followed a steady two year development plan that ended up with a new, more robust server. Now Locke was focusing on integrating the software with his theme concepts -- and thus what we now call The Isles is conceived.

1995: The final release of NiMUD was distributed. Known as "The Isles v1.6", it was the most powerful server released at the time along the lineage of NiMUD, but its release was only to replace its extremely buggy predecessor, v1.5.

The "Long Overhaul" began -- the code was systematically broken down and rewritten. Each file was processed completely, and the entire project took 6 months. Began in 1995, and ending in 1996, the new server went up at the "sauron" machine at the University of Arizona.

1996: Major development on the code was being done almost exclusively by Locke. In order to increase development speed, Locke hired Newt, an implementor on a very unique Gibsonian-Lovecraftian mud called Gothique. Newt helped to develop some of the systems present in The Isles today, but his stay was shortened by Locke's growing lethargy and ignorance of the project. Without further development pending, Locke left the project behind.

1997: Omar Yehia ported The Isles to Windows 95. Jason Dinkel converted the v1.6 online creation system to EnvyMUD.

1998: Lying dorment for two years, the project resurfaces when Locke contacts Newman of grokMUD. Newman has been a long time fan of the NiMUD code base, and offers her server, MUGS, as a host site for The Isles.

1999: NiMUD 2000 and NiMUD Gold version 4.0 released.