Murrah Roleplaying isn't as scary as it seems!
Ok, so. Some people feel intimidated, overwhelmed, or just plain lost when
it comes to the prospect of jumping into Haurah and playing their Murrah for
the first time. Some just need a little confidence booster, a little bit of
explanation, or a place to start. Some are just downright terrified. I'm
hoping that this happy little guide will somehow help all of you.
First off, it's ok that you're a little unsure. I understand. That's kind of
the whole reason I made my own world to play in, lol. I'm not great at
jumping into new games. So, I'm on your side. *gentle pat*
I'm going to start of with some basic information and explanations, which
will hopefully do a decent job of introducing you to the Murrah's world, and
giving you a good idea of what you need to know in order to play. If
you're fairly certain that you understand Murrah-land pretty well aleady,
then just glance over it and double-check. After that, I'll try to give
ideas on how to actually start, and other little boosts for those of you who
just need that extra little push over the edge.
If you really want to understand all of the currently-known facets of the
Murrah world, have at it! This site is full of all the information I could
think to post, and more is being added all the time. The links contained
within the Library are especially helpful.
If there is anything else you are unsure of, would like to see covered here,
or would like some extra help in getting started, please contact me!
*eager flailing*
-- Helpful Links --
-
Character Board -
- Roleplay
Rules -
- Solace
Camps RP Board -
-
Character Development Board -

Murrah
Info You Need to Know
At first, the Murrah universe may seem like a big and scary place, with piles
of stuff you need to read and understand before you can play. Really, while
there is alot of information out there on the Murrah and their world, there is
actually very little that you actually need to know before you can start
playing. I purposefully designed the Murrah world so that the Murrah are just as
new to their world as you are, so you can get away with not knowing everything
about it. I intentionally planned for people to have a fairly easy time joining
in and keeping up, so try to keep this in mind if it all seems overwhelming. In
reality, most of all the 'extra' Murrah info out there was developed by the
players, and has built over time. So, don't feel restricted by all that info.
Feel free to try different things, and use your creative license when creating
your character background and personality. If you don't know if something is
possible, or would work, just go ahead and give it a shot!
The biggest chunk of stuff that you need to know before playing your Murrah,
are the things listed on the Introduction and Rules page. Here is a quick
summary of that information, plus other important notes.
Brief History
--The Murrah are a race of creatures who are from a world called Pelmei,
where the Urhein have enslaved most of the population and generally doomed them
to a terrible future. Their best mystics sacrificed themselves to create a rift
in the world called the Nightmare Tunnel, that leads to a new world, called
Haurah. The Runners and Rebels now guard the Tunnel, and help Murrah escape into
Haurah, to begin a new life. All roleplaying takes place on Haurah.
--On Haurah, the Murrah are restricted to living in the giant refugee camp
that is clustered around the Tunnel, called the Solace Camp. For now, since all
Murrah are restricted to living there, all roleplaying takes place in the Solace
Camps. The Haven clan is currently ruling group, and they are preventing the
other Murrah from setting out and making their own clans away from Solace, for
now. This will soon change.
--The reason they are keeping all Murrah within the crowded confines of
Solace, is because Haurah was not an empty world. A mysterious race of
shadow-creatures, called the Nyanid, were already living on Haurah, and they
seriously threaten the Murrah. They kill in unknown ways, somehow swooping in
and draining the strength from Murrah. To protect against this, the remaining
powerful Murah mystics sacrificed themselves to make a second tunnel, this one
partially reaching to the Human world. Through this Tunnel, which Murrah
can only enter a few feet into, they can connect with a human a world away, and
magically bond with them. This Human is then their Guardian, and they somehow
protect the Murrah from being especially vulnerable to Nyanid attacks. You have
been bonded as the Guardian to any Murrah you own.
Relations Between Murrah and Guardian
The tunnel that tentatively connects Haurah with Earth is called the Wavering
Tunnel, because it is not a complete portal. It's a dark cave that only extends
a small way into the space that separates the world, and no one quite knows how
the Murrah's soul manages to reach through the rest of the way to latch onto a
human's. Every Murrah in Solace is kind of forced to go and make a visit to the
Wavering Tunnel, to find themselves a guardian. No one knows how it works, and
every bonding experience is different...for both Murrah and their Guardian. Some
Murrah appear to their Guardian in a dream, some can physically even see them
for a short time, but most only feel or hear their human during bonding. The
range of experiences on the human's side vary as well. Sometimes the experiences
feels completely mental, and some cases are much more physical. Feel free to
play with your bonding experiences!
After bonding, the connection between the Murrah and their Guardian remains,
though neither of them ever actually enter the other's world. Most Murrah and
Humans can feel each other in their minds, and can communicate with them
telepathically. Other shared sensations have been described, and
again...everyone is different.
So, as long as a Murrah never actually appears on Earth, and you never set
foot on Haurah, almost anything goes. Feel free to be as creative as you want
with you and your Murrah's connection.
The Murrah Themselves
The Murrah are as varied a species as the humans are and, in some ways, even
more so in some ways. Their lives on Pelmei could have been spent any number of
ways, and this history can shape your Murrah's personality into an infinite
amount of possibilities. Many Murrah spent their entire lives in slavery, or
were taken from their clans at some point, by the Urhein. Some stayed free from
most hardships by some miracle, and never felt the sting of oppression. Those
that were in slavery could have been anything from nothing more than a livestock
animal or workhorse for their masters, and some lived pampered lives as show
creatures and personal servants. There are many different kinds of Murrah, with
many different prejudices, and many different levels of intelligence and
civilization. Don't feel restricted from something, just because you haven't
read about it existing yet. Ask me about it, or just go ahead and try including
it in your Murrah's profile and see what happens.
Physically, they are mostly omnivorous and mammalian, with some reptilian and
other features and traits. Their language is purely mental, though they do make
a wide variety of animalistic sounds. The Urhein could not be communicated with
mentally, which was one of the reasons that they viewed the Murrah as ignorant
primitive creatures. Their hoof-hands have a higher level of dexterity than
you'd expect, and they can craft many things. They have many different physical
traits and variations, which inevitably leads to prejudices and judgment. You
should look up your Murrah's mutations, so see what sort of common stigmas go
along with them.
Roleplaying Information and Getting Started Tips
While, yes, there are regular players on the forum who have
stunning roleplaying skills and know everything there is to know about the
Murrah...the roleplay is really open to most skill levels. If you have any
interest in writing, or already know you enjoy roleplaying, I highly
suggest that you give the roleplay a shot.
The rules are pretty simple, and if your character is
accepted, that pretty much means that I can tell that you have a good enough
grasp on the Murrah world and are ready to play your character. I read and
assess each character profile that is sent in, and discuss any discrepancies
there might be, or suggest things if needed. If you are completely lost as
to what to do with your character, or just need something to spark an idea
in your head, feel free to PM me. I'm frequently discussing characters with
players, and enjoy working characters as deep into the Murrah plot as
players will let me.
The quickest way to dive into the roleplay, after your
character is accepted, is to just start up a thread. Your character starts
out in the Solace camps, any time after they have been bonded to you, so
that simplifies things a bit. Don't worry that your thread has to be
something monumental or amazing...Solace is pretty quiet right now. If you
don't know what your Murrah really has done since they've come to Haurah,
then I'm sure they don't know either. You can play them right after they
have been taken to the Wavering tunnel and have been bonded. They are likely
to be as confused and lost as you feel, so play them that way! Your Murrah
can also have been there for a while, with some sort of established home in
the Camp, possibly living in a tent or simple wooden structure. Whatever you
feel comfortable with playing. They could be shopping, visiting the cooking
tents, working hard at whatever their "job" is, mooching off other Murrah,
wandering on the dangerous outskirts of camp, setting up a dance circle,
whatever.
If you are worried that no one will visit your thread, or if
you set it up and no one seems to be paying attention to it, post a note on
the Wanted Ads board. Players are always looking for opportunities to play
some of their more neglected characters, and often just need a little invite
to start playing. Complex plots have been developed this way, as players
talk with each other and do a little bit of planning beforehand.
If you are not up to starting your own thread, chances are
that there are threads out there, waiting for some attention themselves.
Look for threads that aren't already full of a whole ton of players, and
have been relatively recently updated. Do a little bit of reading in the
thread, so that you know what your character is getting into before they
join. And, if you want to play it really safe, message the person who
started the thread and see if that thread is still active and if your
character should join. You can also talk about plots and ask questions about
threads in the Guardian's Hall chat board.
If you feel like you need a better handle on your character,
their drives and personalities, and are maybe even having a hard time
filling in your character sheet for approval, there are easy ways to 'get to
know' your character better. I highly suggest spending time with them,
either in thought, through sketches, through writing, or any combination
thereof. I find that writing, either from their point of view, or just
jotting down notes about them and their character, is the best way to feel
them out. Test your writing skill and write up a piece for the Character
Development board. Many players (myself included) like to write up and post
pieces there before they actually play a character. Again, if you are really
stuck, don't hesitate to message me, for a little boost. Reading finished
character forms helps as well.
If you are unsure of your writing skill, or getting used to
the flow of the game, I definitely suggest that you spend some time reading.
Read the finished character forms, roleplaying threads, and Character
Development pieces. I find it very good for writer's block, and for getting
a handle on the wide variety of character types and writing styles, as well
as the substantial range of writing skill.
I hope you feel at least a little more confident after
reading this silly little guide.
Don't forget, I am *more* than willing to help you out, one-on-one, if you
need anything!
Thanks, and happy playing! :D
©2007 - Shannon Legler